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| author | Dragorn421 <Dragorn421@users.noreply.github.com> | 2023-08-13 21:24:26 +0200 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-08-13 15:24:26 -0400 |
| commit | 6e7a6d41814a1329b43bffc3b95bb75716d9efa6 (patch) | |
| tree | c526051bccb0d401107c1f335048116e8c653ac0 /src/code/z_actor.c | |
| parent | e272186b5f44f097915e135633492f7c28a40e2b (diff) | |
Split `SaveContext` into sub-structs (#1393)
* Split SaveContext struct
* run formatter
* Remove temporary-until-split stuff in z_sram
* .
* run formatter
Diffstat (limited to 'src/code/z_actor.c')
| -rw-r--r-- | src/code/z_actor.c | 39 |
1 files changed, 20 insertions, 19 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c index ac74078a9..47bc082c6 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -1830,17 +1830,17 @@ f32 D_8015BC18; void func_8002FA60(PlayState* play) { Vec3f lightPos; - if (gSaveContext.fw.set) { + if (gSaveContext.save.info.fw.set) { gSaveContext.respawn[RESPAWN_MODE_TOP].data = 0x28; - gSaveContext.respawn[RESPAWN_MODE_TOP].pos.x = gSaveContext.fw.pos.x; - gSaveContext.respawn[RESPAWN_MODE_TOP].pos.y = gSaveContext.fw.pos.y; - gSaveContext.respawn[RESPAWN_MODE_TOP].pos.z = gSaveContext.fw.pos.z; - gSaveContext.respawn[RESPAWN_MODE_TOP].yaw = gSaveContext.fw.yaw; - gSaveContext.respawn[RESPAWN_MODE_TOP].playerParams = gSaveContext.fw.playerParams; - gSaveContext.respawn[RESPAWN_MODE_TOP].entranceIndex = gSaveContext.fw.entranceIndex; - gSaveContext.respawn[RESPAWN_MODE_TOP].roomIndex = gSaveContext.fw.roomIndex; - gSaveContext.respawn[RESPAWN_MODE_TOP].tempSwchFlags = gSaveContext.fw.tempSwchFlags; - gSaveContext.respawn[RESPAWN_MODE_TOP].tempCollectFlags = gSaveContext.fw.tempCollectFlags; + gSaveContext.respawn[RESPAWN_MODE_TOP].pos.x = gSaveContext.save.info.fw.pos.x; + gSaveContext.respawn[RESPAWN_MODE_TOP].pos.y = gSaveContext.save.info.fw.pos.y; + gSaveContext.respawn[RESPAWN_MODE_TOP].pos.z = gSaveContext.save.info.fw.pos.z; + gSaveContext.respawn[RESPAWN_MODE_TOP].yaw = gSaveContext.save.info.fw.yaw; + gSaveContext.respawn[RESPAWN_MODE_TOP].playerParams = gSaveContext.save.info.fw.playerParams; + gSaveContext.respawn[RESPAWN_MODE_TOP].entranceIndex = gSaveContext.save.info.fw.entranceIndex; + gSaveContext.respawn[RESPAWN_MODE_TOP].roomIndex = gSaveContext.save.info.fw.roomIndex; + gSaveContext.respawn[RESPAWN_MODE_TOP].tempSwchFlags = gSaveContext.save.info.fw.tempSwchFlags; + gSaveContext.respawn[RESPAWN_MODE_TOP].tempCollectFlags = gSaveContext.save.info.fw.tempCollectFlags; } else { gSaveContext.respawn[RESPAWN_MODE_TOP].data = 0; gSaveContext.respawn[RESPAWN_MODE_TOP].pos.x = 0.0f; @@ -1951,7 +1951,7 @@ void Actor_DrawFaroresWindPointer(PlayState* play) { alpha = 255 - (temp * 30); if (alpha < 0) { - gSaveContext.fw.set = 0; + gSaveContext.save.info.fw.set = 0; gSaveContext.respawn[RESPAWN_MODE_TOP].data = 0; alpha = 0; } else { @@ -1968,7 +1968,7 @@ void Actor_DrawFaroresWindPointer(PlayState* play) { //! If a dungeon is entered through a different entrance than the one that was saved, the light ball will not draw. if ((play->csCtx.state == CS_STATE_IDLE) && (((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].entranceIndex) == - ((void)0, gSaveContext.entranceIndex)) && + ((void)0, gSaveContext.save.entranceIndex)) && (((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].roomIndex) == play->roomCtx.curRoom.num)) { f32 scale = 0.025f * ratio; @@ -2024,7 +2024,7 @@ void Actor_InitContext(PlayState* play, ActorContext* actorCtx, ActorEntry* play SavedSceneFlags* savedSceneFlags; s32 i; - savedSceneFlags = &gSaveContext.sceneFlags[play->sceneId]; + savedSceneFlags = &gSaveContext.save.info.sceneFlags[play->sceneId]; bzero(actorCtx, sizeof(ActorContext)); @@ -4701,7 +4701,8 @@ u32 func_80035BFC(PlayState* play, s16 arg1) { retTextId = 0x7002; } else if (Flags_GetInfTable(INFTABLE_6A)) { retTextId = 0x7004; - } else if ((gSaveContext.dayTime >= CLOCK_TIME(6, 0)) && (gSaveContext.dayTime <= CLOCK_TIME(18, 30))) { + } else if ((gSaveContext.save.dayTime >= CLOCK_TIME(6, 0)) && + (gSaveContext.save.dayTime <= CLOCK_TIME(18, 30))) { retTextId = 0x7002; } else { retTextId = 0x7003; @@ -5501,7 +5502,7 @@ s32 func_800374E0(PlayState* play, Actor* actor, u16 textId) { case 0x2030: case 0x2031: if (msgCtx->choiceIndex == 0) { - if (gSaveContext.rupees >= 10) { + if (gSaveContext.save.info.playerData.rupees >= 10) { func_80035B18(play, actor, 0x2034); Rupees_ChangeBy(-10); } else { @@ -5744,7 +5745,7 @@ s32 Actor_TrackPlayerSetFocusHeight(PlayState* play, Actor* actor, Vec3s* headRo actor->focus.pos.y += focusHeight; if (!(((play->csCtx.state != CS_STATE_IDLE) || gDebugCamEnabled) && - (gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0))) { + (gSaveContext.save.entranceIndex == ENTR_KOKIRI_FOREST_0))) { yaw = ABS((s16)(actor->yawTowardsPlayer - actor->shape.rot.y)); if (yaw >= 0x4300) { Actor_TrackNone(headRot, torsoRot); @@ -5753,7 +5754,7 @@ s32 Actor_TrackPlayerSetFocusHeight(PlayState* play, Actor* actor, Vec3s* headRo } if (((play->csCtx.state != CS_STATE_IDLE) || gDebugCamEnabled) && - (gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0)) { + (gSaveContext.save.entranceIndex == ENTR_KOKIRI_FOREST_0)) { target = play->view.eye; } else { target = player->actor.focus.pos; @@ -5788,7 +5789,7 @@ s32 Actor_TrackPlayer(PlayState* play, Actor* actor, Vec3s* headRot, Vec3s* tors actor->focus.pos = focusPos; if (!(((play->csCtx.state != CS_STATE_IDLE) || gDebugCamEnabled) && - (gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0))) { + (gSaveContext.save.entranceIndex == ENTR_KOKIRI_FOREST_0))) { yaw = ABS((s16)(actor->yawTowardsPlayer - actor->shape.rot.y)); if (yaw >= 0x4300) { Actor_TrackNone(headRot, torsoRot); @@ -5797,7 +5798,7 @@ s32 Actor_TrackPlayer(PlayState* play, Actor* actor, Vec3s* headRot, Vec3s* tors } if (((play->csCtx.state != CS_STATE_IDLE) || gDebugCamEnabled) && - (gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0)) { + (gSaveContext.save.entranceIndex == ENTR_KOKIRI_FOREST_0)) { target = play->view.eye; } else { target = player->actor.focus.pos; |
