Remove THIS macro (#1756)

* Remove THIS macro

* Revert changes to the documentation

* Undo revert to STYLE.md
This commit is contained in:
Tom Overton 2024-12-13 03:34:39 -08:00 committed by GitHub
parent f6d4a8731e
commit 8efc382b9f
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581 changed files with 2710 additions and 3869 deletions

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@ -150,19 +150,19 @@ All compound flag lists (e.g. `ACTOR_FLAG_HOSTILE | ACTOR_FLAG_FRIENDLY`) should
## Play2
In some particular instances, IDO requires the function argument `play` to be cast to a second variable of the same type to match. In these particular instances, the function argument should be renamed to `play2` and than this `play2` just assigned to a stack variable called `play`. This cast should occur before the actor `THIS` cast is made. For example in `z_en_firefly.c`
In some particular instances, IDO requires the function argument `play` to be cast to a second variable of the same type to match. In these particular instances, the function argument should be renamed to `play2` and than this `play2` just assigned to a stack variable called `play`. This cast should occur before the actor recast is made. For example in `z_en_firefly.c`
```c
void EnFirefly_Update(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
EnFirefly* this = THIS;
EnFirefly* this = (EnFirefly*)thisx;
```
In other places the cast is actually not explictly needed, but a stack `pad` variable is still needed. For this there should just be a stack variable called `pad` of type `s32` before the actor `THIS` cast. For example in `z_bg_goron_oyu`
In other places the cast is actually not explictly needed, but a stack `pad` variable is still needed. For this there should just be a stack variable called `pad` of type `s32` before the actor recast. For example in `z_bg_goron_oyu`
```c
void BgGoronOyu_Init(Actor* thisx, PlayState* play) {
s32 pad;
BgGoronOyu* this = THIS;
BgGoronOyu* this = (BgGoronOyu*)thisx;
CollisionHeader* colHeader = NULL;
```

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@ -3,8 +3,6 @@
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
#define THIS ((EnAObj*)thisx)
void EnAObj_Init(Actor* thisx, PlayState* play);
void EnAObj_Destroy(Actor* thisx, PlayState* play);
void EnAObj_Update(Actor* thisx, PlayState* play);
@ -50,7 +48,7 @@ static InitChainEntry sInitChain[] = {
};
void EnAObj_Init(Actor* thisx, PlayState* play) {
EnAObj* this = THIS;
EnAObj* this = (EnAObj*)thisx;
this->actor.textId = AOBJ_GET_TEXTID(&this->actor);
this->actor.params = AOBJ_GET_TYPE(&this->actor);
@ -63,7 +61,7 @@ void EnAObj_Init(Actor* thisx, PlayState* play) {
}
void EnAObj_Destroy(Actor* thisx, PlayState* play) {
EnAObj* this = THIS;
EnAObj* this = (EnAObj*)thisx;
Collider_DestroyCylinder(play, &this->collision);
}
@ -89,7 +87,7 @@ void EnAObj_Talk(EnAObj* this, PlayState* play) {
}
void EnAObj_Update(Actor* thisx, PlayState* play) {
EnAObj* this = THIS;
EnAObj* this = (EnAObj*)thisx;
this->actionFunc(this, play);
Actor_SetFocus(&this->actor, 45.0f);

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@ -8,8 +8,6 @@
#define FLAGS 0x00000000
#define THIS ((EnItem00*)thisx)
void EnItem00_Init(Actor* thisx, PlayState* play);
void EnItem00_Destroy(Actor* thisx, PlayState* play);
void EnItem00_Update(Actor* thisx, PlayState* play);
@ -74,7 +72,7 @@ void EnItem00_SetObject(EnItem00* this, PlayState* play, f32* shadowOffset, f32*
}
void EnItem00_Init(Actor* thisx, PlayState* play) {
EnItem00* this = THIS;
EnItem00* this = (EnItem00*)thisx;
s32 pad;
f32 shadowOffset = 980.0f;
f32 shadowScale = 6.0f;
@ -312,7 +310,7 @@ void EnItem00_Init(Actor* thisx, PlayState* play) {
}
void EnItem00_Destroy(Actor* thisx, PlayState* play) {
EnItem00* this = THIS;
EnItem00* this = (EnItem00*)thisx;
Collider_DestroyCylinder(play, &this->collider);
}
@ -489,7 +487,7 @@ void func_800A6A40(EnItem00* this, PlayState* play) {
}
void EnItem00_Update(Actor* thisx, PlayState* play) {
EnItem00* this = THIS;
EnItem00* this = (EnItem00*)thisx;
s32 pad;
Player* player = GET_PLAYER(play);
s32 sp38 = player->stateFlags3 & PLAYER_STATE3_1000;
@ -703,7 +701,7 @@ void EnItem00_Update(Actor* thisx, PlayState* play) {
void EnItem00_Draw(Actor* thisx, PlayState* play) {
s32 pad;
EnItem00* this = THIS;
EnItem00* this = (EnItem00*)thisx;
if (!(this->unk14E & this->unk150)) {
switch (this->actor.params) {

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@ -6,8 +6,6 @@
#include "z64math.h"
#include "z64save.h"
#define THIS ((TransitionFade*)thisx)
typedef enum TransitionFadeDirection {
/* 0 */ TRANS_FADE_DIR_IN,
/* 1 */ TRANS_FADE_DIR_OUT
@ -37,7 +35,7 @@ TransitionProfile TransitionFade_Profile = {
};
void TransitionFade_Start(void* thisx) {
TransitionFade* this = THIS;
TransitionFade* this = (TransitionFade*)thisx;
switch (this->type) {
case TRANS_FADE_TYPE_NONE:
@ -59,7 +57,7 @@ void TransitionFade_Start(void* thisx) {
}
void* TransitionFade_Init(void* thisx) {
TransitionFade* this = THIS;
TransitionFade* this = (TransitionFade*)thisx;
bzero(this, sizeof(TransitionFade));
return this;
@ -71,7 +69,7 @@ void TransitionFade_Destroy(void* thisx) {
void TransitionFade_Update(void* thisx, s32 updateRate) {
s32 alpha;
s16 newAlpha;
TransitionFade* this = THIS;
TransitionFade* this = (TransitionFade*)thisx;
switch (this->type) {
case TRANS_FADE_TYPE_NONE:
@ -79,7 +77,7 @@ void TransitionFade_Update(void* thisx, s32 updateRate) {
case TRANS_FADE_TYPE_ONE_WAY:
//! FAKE:
THIS->timer += updateRate;
((TransitionFade*)thisx)->timer += updateRate;
if (this->timer >= ((void)0, gSaveContext.transFadeDuration)) {
this->timer = ((void)0, gSaveContext.transFadeDuration);
@ -114,7 +112,7 @@ void TransitionFade_Update(void* thisx, s32 updateRate) {
}
void TransitionFade_Draw(void* thisx, Gfx** gfxP) {
TransitionFade* this = THIS;
TransitionFade* this = (TransitionFade*)thisx;
Gfx* gfx;
Color_RGBA8_u32* color = &this->color;
@ -128,19 +126,19 @@ void TransitionFade_Draw(void* thisx, Gfx** gfxP) {
}
s32 TransitionFade_IsDone(void* thisx) {
TransitionFade* this = THIS;
TransitionFade* this = (TransitionFade*)thisx;
return this->isDone;
}
void TransitionFade_SetColor(void* thisx, u32 color) {
TransitionFade* this = THIS;
TransitionFade* this = (TransitionFade*)thisx;
this->color.rgba = color;
}
void TransitionFade_SetType(void* thisx, s32 type) {
TransitionFade* this = THIS;
TransitionFade* this = (TransitionFade*)thisx;
if (type == TRANS_INSTANCE_TYPE_FILL_OUT) {
this->type = TRANS_FADE_TYPE_ONE_WAY;

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@ -10,8 +10,6 @@
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((ArmsHook*)thisx)
void ArmsHook_Init(Actor* thisx, PlayState* play);
void ArmsHook_Destroy(Actor* thisx, PlayState* play);
void ArmsHook_Update(Actor* thisx, PlayState* play);
@ -57,7 +55,7 @@ void ArmsHook_SetupAction(ArmsHook* this, ArmsHookActionFunc actionFunc) {
}
void ArmsHook_Init(Actor* thisx, PlayState* play) {
ArmsHook* this = THIS;
ArmsHook* this = (ArmsHook*)thisx;
Collider_InitQuad(play, &this->collider);
Collider_SetQuad(play, &this->collider, &this->actor, &D_808C1BC0);
@ -66,7 +64,7 @@ void ArmsHook_Init(Actor* thisx, PlayState* play) {
}
void ArmsHook_Destroy(Actor* thisx, PlayState* play) {
ArmsHook* this = THIS;
ArmsHook* this = (ArmsHook*)thisx;
if (this->attachedActor != NULL) {
this->attachedActor->flags &= ~ACTOR_FLAG_HOOKSHOT_ATTACHED;
@ -294,7 +292,7 @@ void ArmsHook_Shoot(ArmsHook* this, PlayState* play) {
}
void ArmsHook_Update(Actor* thisx, PlayState* play) {
ArmsHook* this = THIS;
ArmsHook* this = (ArmsHook*)thisx;
this->actionFunc(this, play);
this->unk1EC = this->unk1E0;
@ -308,7 +306,7 @@ Vec3f D_808C1C40 = { 0.0f, 500.0f, 0.0f };
Vec3f D_808C1C4C = { 0.0f, -500.0f, 0.0f };
void ArmsHook_Draw(Actor* thisx, PlayState* play) {
ArmsHook* this = THIS;
ArmsHook* this = (ArmsHook*)thisx;
f32 f0;
Player* player = GET_PLAYER(play);

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@ -9,8 +9,6 @@
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_UPDATE_DURING_OCARINA)
#define THIS ((ArrowFire*)thisx)
void ArrowFire_Init(Actor* thisx, PlayState* play);
void ArrowFire_Destroy(Actor* thisx, PlayState* play);
void ArrowFire_Update(Actor* thisx, PlayState* play);
@ -64,7 +62,7 @@ void ArrowFire_SetupAction(ArrowFire* this, ArrowFireActionFunc actionFunc) {
}
void ArrowFire_Init(Actor* thisx, PlayState* play) {
ArrowFire* this = THIS;
ArrowFire* this = (ArrowFire*)thisx;
Actor_ProcessInitChain(&this->actor, sInitChain);
this->radius = 0;
@ -79,7 +77,7 @@ void ArrowFire_Init(Actor* thisx, PlayState* play) {
}
void ArrowFire_Destroy(Actor* thisx, PlayState* play) {
ArrowFire* this = THIS;
ArrowFire* this = (ArrowFire*)thisx;
Magic_Reset(play);
Collider_DestroyQuad(play, &this->collider1);
@ -239,7 +237,7 @@ void FireArrow_SetQuadVerticies(ArrowFire* this) {
void ArrowFire_Draw(Actor* thisx, PlayState* play) {
EnArrow* arrow;
ArrowFire* this = THIS;
ArrowFire* this = (ArrowFire*)thisx;
u32 frames = play->state.frames;
s32 pad;

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@ -9,8 +9,6 @@
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_UPDATE_DURING_OCARINA)
#define THIS ((ArrowIce*)thisx)
void ArrowIce_Init(Actor* thisx, PlayState* play);
void ArrowIce_Destroy(Actor* thisx, PlayState* play);
void ArrowIce_Update(Actor* thisx, PlayState* play);
@ -44,7 +42,7 @@ void ArrowIce_SetupAction(ArrowIce* this, ArrowIceActionFunc actionFunc) {
}
void ArrowIce_Init(Actor* thisx, PlayState* play) {
ArrowIce* this = THIS;
ArrowIce* this = (ArrowIce*)thisx;
Actor_ProcessInitChain(&this->actor, sInitChain);
this->radius = 0;
@ -174,7 +172,7 @@ void ArrowIce_Fly(ArrowIce* this, PlayState* play) {
}
void ArrowIce_Update(Actor* thisx, PlayState* play) {
ArrowIce* this = THIS;
ArrowIce* this = (ArrowIce*)thisx;
if ((play->msgCtx.msgMode == MSGMODE_E) || (play->msgCtx.msgMode == MSGMODE_SONG_PLAYED)) {
Actor_Kill(&this->actor);
@ -186,7 +184,7 @@ void ArrowIce_Update(Actor* thisx, PlayState* play) {
void ArrowIce_Draw(Actor* thisx, PlayState* play) {
s32 pad;
ArrowIce* this = THIS;
ArrowIce* this = (ArrowIce*)thisx;
Actor* transform;
u32 stateFrames = play->state.frames;
EnArrow* arrow = (EnArrow*)this->actor.parent;

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@ -9,8 +9,6 @@
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_UPDATE_DURING_OCARINA)
#define THIS ((ArrowLight*)thisx)
void ArrowLight_Init(Actor* thisx, PlayState* play);
void ArrowLight_Destroy(Actor* thisx, PlayState* play);
void ArrowLight_Update(Actor* thisx, PlayState* play);
@ -170,7 +168,7 @@ void ArrowLight_Fly(ArrowLight* this, PlayState* play) {
}
void ArrowLight_Update(Actor* thisx, PlayState* play) {
ArrowLight* this = THIS;
ArrowLight* this = (ArrowLight*)thisx;
if ((play->msgCtx.msgMode == MSGMODE_E) || (play->msgCtx.msgMode == MSGMODE_SONG_PLAYED)) {
Actor_Kill(&this->actor);

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@ -9,8 +9,6 @@
#define FLAGS 0x00000000
#define THIS ((BgAstrBombwall*)thisx)
void BgAstrBombwall_Init(Actor* thisx, PlayState* play);
void BgAstrBombwall_Destroy(Actor* thisx, PlayState* play);
void BgAstrBombwall_Update(Actor* thisx, PlayState* play);
@ -99,7 +97,7 @@ void BgAstrBombwall_InitCollider(ColliderTrisInit* init, Vec3f* pos, Vec3s* rot,
void BgAstrBombwall_Init(Actor* thisx, PlayState* play) {
s32 pad;
BgAstrBombwall* this = THIS;
BgAstrBombwall* this = (BgAstrBombwall*)thisx;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
@ -120,7 +118,7 @@ void BgAstrBombwall_Init(Actor* thisx, PlayState* play) {
}
void BgAstrBombwall_Destroy(Actor* thisx, PlayState* play) {
BgAstrBombwall* this = THIS;
BgAstrBombwall* this = (BgAstrBombwall*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
}
@ -194,7 +192,7 @@ void func_80C0A4BC(BgAstrBombwall* this, PlayState* play) {
}
void BgAstrBombwall_Update(Actor* thisx, PlayState* play) {
BgAstrBombwall* this = THIS;
BgAstrBombwall* this = (BgAstrBombwall*)thisx;
this->actionFunc(this, play);
}

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@ -9,8 +9,6 @@
#define FLAGS 0x00000000
#define THIS ((BgBotihasira*)thisx)
void BgBotihasira_Init(Actor* thisx, PlayState* play);
void BgBotihasira_Destroy(Actor* thisx, PlayState* play);
void BgBotihasira_Update(Actor* thisx, PlayState* play2);
@ -52,7 +50,7 @@ static ColliderCylinderInit sCylinderInit = {
void BgBotihasira_Init(Actor* thisx, PlayState* play) {
s32 pad;
BgBotihasira* this = THIS;
BgBotihasira* this = (BgBotihasira*)thisx;
CollisionHeader* colHeader = NULL;
if (this->dyna.actor.params == 0) {
@ -67,7 +65,7 @@ void BgBotihasira_Init(Actor* thisx, PlayState* play) {
}
void BgBotihasira_Destroy(Actor* thisx, PlayState* play) {
BgBotihasira* this = THIS;
BgBotihasira* this = (BgBotihasira*)thisx;
if (this->dyna.actor.params == 0) {
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
@ -79,7 +77,7 @@ void BgBotihasira_DoNothing(BgBotihasira* this, PlayState* play) {
void BgBotihasira_Update(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
BgBotihasira* this = THIS;
BgBotihasira* this = (BgBotihasira*)thisx;
this->actionFunc(this, play);
if (this->dyna.actor.params != 0) {

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@ -17,8 +17,6 @@
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((BgBreakwall*)thisx)
void BgBreakwall_Init(Actor* thisx, PlayState* play);
void BgBreakwall_Update(Actor* thisx, PlayState* play);
@ -214,7 +212,7 @@ bool func_808B751C(BgBreakwall* this, PlayState* play) {
void BgBreakwall_Init(Actor* thisx, PlayState* play) {
s32 pad;
BgBreakwall* this = THIS;
BgBreakwall* this = (BgBreakwall*)thisx;
BgBreakwallStruct* sp24 = &D_808B8140[BGBREAKWALL_GET_F(&this->dyna.actor)];
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
@ -230,7 +228,7 @@ void BgBreakwall_Init(Actor* thisx, PlayState* play) {
}
void BgBreakwall_Destroy(Actor* thisx, PlayState* play) {
BgBreakwall* this = THIS;
BgBreakwall* this = (BgBreakwall*)thisx;
BgBreakwallStruct* temp_s1 = &D_808B8140[BGBREAKWALL_GET_F(&this->dyna.actor)];
if (temp_s1->unk_10 != NULL) {
@ -333,7 +331,7 @@ void func_808B7A10(BgBreakwall* this, PlayState* play) {
}
void BgBreakwall_Update(Actor* thisx, PlayState* play) {
BgBreakwall* this = THIS;
BgBreakwall* this = (BgBreakwall*)thisx;
this->actionFunc(this, play);
}
@ -382,7 +380,7 @@ void func_808B7B54(Actor* thisx, PlayState* play) {
}
void func_808B7D34(Actor* thisx, PlayState* play) {
BgBreakwall* this = THIS;
BgBreakwall* this = (BgBreakwall*)thisx;
s32 sp48;
s32 tempA;
s32 tempB;
@ -414,7 +412,7 @@ void func_808B7D34(Actor* thisx, PlayState* play) {
void BgBreakwall_Draw(Actor* thisx, PlayState* play) {
s32 pad;
BgBreakwall* this = THIS;
BgBreakwall* this = (BgBreakwall*)thisx;
BgBreakwallStruct* temp_s2 = &D_808B8140[BGBREAKWALL_GET_F(&this->dyna.actor)];
OPEN_DISPS(play->state.gfxCtx);

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@ -9,8 +9,6 @@
#define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgCraceMovebg*)thisx)
void BgCraceMovebg_Init(Actor* thisx, PlayState* play);
void BgCraceMovebg_Destroy(Actor* thisx, PlayState* play);
void BgCraceMovebg_Update(Actor* thisx, PlayState* play);
@ -63,7 +61,7 @@ static InitChainEntry sInitChain[] = {
static Vec3f sUnitVecZ = { 0.0f, 0.0f, 1.0f };
void BgCraceMovebg_Init(Actor* thisx, PlayState* play) {
BgCraceMovebg* this = THIS;
BgCraceMovebg* this = (BgCraceMovebg*)thisx;
s32 i;
s32 j;
@ -187,7 +185,7 @@ void BgCraceMovebg_OpeningDoor_DoNothing(BgCraceMovebg* this, PlayState* play) {
}
void BgCraceMovebg_Destroy(Actor* thisx, PlayState* play) {
BgCraceMovebg* this = THIS;
BgCraceMovebg* this = (BgCraceMovebg*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
if (!(this->stateFlags & BG_CRACE_MOVEBG_FLAG_ALREADY_LOADED)) {
@ -206,7 +204,7 @@ void BgCraceMovebg_Destroy(Actor* thisx, PlayState* play) {
}
void BgCraceMovebg_Update(Actor* thisx, PlayState* play) {
BgCraceMovebg* this = THIS;
BgCraceMovebg* this = (BgCraceMovebg*)thisx;
s32 pad;
Player* player = GET_PLAYER(play);
s16 yawDiff;

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@ -9,8 +9,6 @@
#define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgCtowerGear*)thisx)
void BgCtowerGear_Init(Actor* thisx, PlayState* play);
void BgCtowerGear_Destroy(Actor* thisx, PlayState* play);
void BgCtowerGear_Update(Actor* thisx, PlayState* play);
@ -113,7 +111,7 @@ void BgCtowerGear_Splash(BgCtowerGear* this, PlayState* play) {
}
void BgCtowerGear_Init(Actor* thisx, PlayState* play) {
BgCtowerGear* this = THIS;
BgCtowerGear* this = (BgCtowerGear*)thisx;
s32 type = BGCTOWERGEAR_GET_TYPE(&this->dyna.actor);
Actor_SetScale(&this->dyna.actor, 0.1f);
@ -137,7 +135,7 @@ void BgCtowerGear_Init(Actor* thisx, PlayState* play) {
}
void BgCtowerGear_Destroy(Actor* thisx, PlayState* play) {
BgCtowerGear* this = THIS;
BgCtowerGear* this = (BgCtowerGear*)thisx;
s32 type = BGCTOWERGEAR_GET_TYPE(&this->dyna.actor);
if ((type == BGCTOWERGEAR_WATER_WHEEL) || (type == BGCTOWERGEAR_ORGAN)) {
@ -146,7 +144,7 @@ void BgCtowerGear_Destroy(Actor* thisx, PlayState* play) {
}
void BgCtowerGear_Update(Actor* thisx, PlayState* play) {
BgCtowerGear* this = THIS;
BgCtowerGear* this = (BgCtowerGear*)thisx;
s32 type = BGCTOWERGEAR_GET_TYPE(&this->dyna.actor);
if (type == BGCTOWERGEAR_CEILING_COG) {
@ -161,7 +159,7 @@ void BgCtowerGear_Update(Actor* thisx, PlayState* play) {
}
void BgCtowerGear_UpdateOrgan(Actor* thisx, PlayState* play) {
BgCtowerGear* this = THIS;
BgCtowerGear* this = (BgCtowerGear*)thisx;
if (Cutscene_IsCueInChannel(play, CS_CMD_ACTOR_CUE_104)) {
switch (play->csCtx.actorCues[Cutscene_GetCueChannel(play, CS_CMD_ACTOR_CUE_104)]->id) {

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@ -9,8 +9,6 @@
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((BgCtowerRot*)thisx)
void BgCtowerRot_Init(Actor* thisx, PlayState* play);
void BgCtowerRot_Destroy(Actor* thisx, PlayState* play);
void BgCtowerRot_Update(Actor* thisx, PlayState* play);
@ -41,7 +39,7 @@ static Gfx* sDLists[] = { gClockTowerCorridorDL, gClockTowerStoneDoorMainDL, gCl
void BgCtowerRot_Init(Actor* thisx, PlayState* play) {
s32 pad;
BgCtowerRot* this = THIS;
BgCtowerRot* this = (BgCtowerRot*)thisx;
Player* player;
Vec3f offset;
@ -73,7 +71,7 @@ void BgCtowerRot_Init(Actor* thisx, PlayState* play) {
}
void BgCtowerRot_Destroy(Actor* thisx, PlayState* play) {
BgCtowerRot* this = THIS;
BgCtowerRot* this = (BgCtowerRot*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
}
@ -136,13 +134,13 @@ void BgCtowerRot_SetupDoorClose(BgCtowerRot* this, PlayState* play) {
}
void BgCtowerRot_Update(Actor* thisx, PlayState* play) {
BgCtowerRot* this = THIS;
BgCtowerRot* this = (BgCtowerRot*)thisx;
this->actionFunc(this, play);
}
void BgCtowerRot_Draw(Actor* thisx, PlayState* play) {
BgCtowerRot* this = THIS;
BgCtowerRot* this = (BgCtowerRot*)thisx;
Gfx_DrawDListOpa(play, sDLists[this->dyna.actor.params]);
if (this->dyna.actor.params == BGCTOWERROT_CORRIDOR) {

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@ -10,8 +10,6 @@
#define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgDanpeiMovebg*)thisx)
#define DANPEI_MOVEBG_FLAG_4 (1 << 2)
#define DANPEI_MOVEBG_FLAG_8 (1 << 3)
#define DANPEI_MOVEBG_FLAG_10 (1 << 4)
@ -68,7 +66,7 @@ s32 func_80AF6DE0(PlayState* this, ActorPathing* actorPathing) {
}
void BgDanpeiMovebg_Init(Actor* thisx, PlayState* play) {
BgDanpeiMovebg* this = THIS;
BgDanpeiMovebg* this = (BgDanpeiMovebg*)thisx;
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
@ -102,13 +100,13 @@ void func_80AF6EA8(BgDanpeiMovebg* this, PlayState* play) {
}
void BgDanpeiMovebg_Destroy(Actor* thisx, PlayState* play) {
BgDanpeiMovebg* this = THIS;
BgDanpeiMovebg* this = (BgDanpeiMovebg*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
}
void BgDanpeiMovebg_Update(Actor* thisx, PlayState* play) {
BgDanpeiMovebg* this = THIS;
BgDanpeiMovebg* this = (BgDanpeiMovebg*)thisx;
this->actionFunc(this, play);
this->prevFlags = this->flags;
@ -222,7 +220,7 @@ void func_80AF746C(BgDanpeiMovebg* this, PlayState* play) {
}
void func_80AF74CC(Actor* thisx, PlayState* play) {
BgDanpeiMovebg* this = THIS;
BgDanpeiMovebg* this = (BgDanpeiMovebg*)thisx;
if (this->dList != NULL) {
Gfx_DrawDListOpa(play, this->dList);

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@ -9,8 +9,6 @@
#define FLAGS 0x00000000
#define THIS ((BgDblueBalance*)thisx)
void BgDblueBalance_Init(Actor* thisx, PlayState* play);
void BgDblueBalance_Destroy(Actor* thisx, PlayState* play);
void BgDblueBalance_Update(Actor* thisx, PlayState* play);
@ -303,7 +301,7 @@ bool func_80B82B00(s16 arg0, s16 arg1, s16 arg2) {
void BgDblueBalance_Init(Actor* thisx, PlayState* play) {
s32 pad;
BgDblueBalance* this = THIS;
BgDblueBalance* this = (BgDblueBalance*)thisx;
s32 sp2C = BGDBLUEBALANCE_GET_300(&this->dyna.actor);
s32 pad2;
s32 isSwitchFlagSet = Flags_GetSwitch(play, BGDBLUEBALANCE_GET_SWITCH_FLAG(&this->dyna.actor));
@ -350,7 +348,7 @@ void BgDblueBalance_Init(Actor* thisx, PlayState* play) {
void BgDblueBalance_Destroy(Actor* thisx, PlayState* play) {
s32 pad;
BgDblueBalance* this = THIS;
BgDblueBalance* this = (BgDblueBalance*)thisx;
s32 sp1C = BGDBLUEBALANCE_GET_300(&this->dyna.actor);
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
@ -533,7 +531,7 @@ void func_80B82DE0(BgDblueBalance* this, PlayState* play) {
}
void BgDblueBalance_Update(Actor* thisx, PlayState* play) {
BgDblueBalance* this = THIS;
BgDblueBalance* this = (BgDblueBalance*)thisx;
this->unk_17A = this->unk_178;
@ -543,7 +541,7 @@ void BgDblueBalance_Update(Actor* thisx, PlayState* play) {
}
void func_80B8330C(Actor* thisx, PlayState* play) {
BgDblueBalance* this = THIS;
BgDblueBalance* this = (BgDblueBalance*)thisx;
this->isSwitchPressed = DynaPolyActor_IsSwitchPressed(&this->dyna);
this->isHeavySwitchPressed = DynaPolyActor_IsHeavySwitchPressed(&this->dyna);
@ -619,7 +617,7 @@ void func_80B833C4(BgDblueBalance* this, PlayState* play) {
}
void func_80B83518(Actor* thisx, PlayState* play) {
BgDblueBalance* this = THIS;
BgDblueBalance* this = (BgDblueBalance*)thisx;
this->isSwitchFlagSet = Flags_GetSwitch(play, BGDBLUEBALANCE_GET_SWITCH_FLAG(&this->dyna.actor));
@ -645,7 +643,7 @@ void func_80B83518(Actor* thisx, PlayState* play) {
void BgDblueBalance_Draw(Actor* thisx, PlayState* play) {
s32 pad;
BgDblueBalance* this = THIS;
BgDblueBalance* this = (BgDblueBalance*)thisx;
BgDblueBalanceTypeInfo* ptr2 = &sTypeInfo[BGDBLUEBALANCE_GET_300(&this->dyna.actor)];
BgDblueBalance* sp38;
Gfx* gfx;
@ -677,7 +675,7 @@ void BgDblueBalance_Draw(Actor* thisx, PlayState* play) {
void func_80B83758(Actor* thisx, PlayState* play) {
s32 pad;
BgDblueBalance* this = THIS;
BgDblueBalance* this = (BgDblueBalance*)thisx;
f32 temp_f0;
Gfx* gfx;
s32 i;

View File

@ -9,8 +9,6 @@
#define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgDblueElevator*)thisx)
void BgDblueElevator_SpawnRipplesAndSplashes(BgDblueElevator* this, PlayState* play);
void BgDblueElevator_CheckWaterBoxInfo(BgDblueElevator* this, PlayState* play2);
s32 BgDblueElevator_GetWaterFlowFromCeiling(BgDblueElevator* this, PlayState* play);
@ -160,7 +158,7 @@ s32 BgDblueElevator_GetWaterFlowFromPipes(BgDblueElevator* this, PlayState* play
}
void BgDblueElevator_Init(Actor* thisx, PlayState* play2) {
BgDblueElevator* this = THIS;
BgDblueElevator* this = (BgDblueElevator*)thisx;
PlayState* play = play2;
s32 index = BG_DBLUE_ELEVATOR_GET_INDEX(&this->dyna.actor);
BgDblueElevatorStruct1* ptr = &D_80B92960[index];
@ -188,7 +186,7 @@ void BgDblueElevator_Init(Actor* thisx, PlayState* play2) {
}
void BgDblueElevator_Destroy(Actor* thisx, PlayState* play) {
BgDblueElevator* this = THIS;
BgDblueElevator* this = (BgDblueElevator*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
}
@ -326,13 +324,13 @@ void BgDblueElevator_Move(BgDblueElevator* this, PlayState* play) {
}
void BgDblueElevator_Update(Actor* thisx, PlayState* play) {
BgDblueElevator* this = THIS;
BgDblueElevator* this = (BgDblueElevator*)thisx;
this->actionFunc(this, play);
}
void BgDblueElevator_Draw(Actor* thisx, PlayState* play) {
BgDblueElevator* this = THIS;
BgDblueElevator* this = (BgDblueElevator*)thisx;
Gfx_DrawDListOpa(play, gGreatBayTempleObjectElevatorDL);
}

View File

@ -10,8 +10,6 @@
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((BgDblueMovebg*)thisx)
void BgDblueMovebg_Init(Actor* thisx, PlayState* play);
void BgDblueMovebg_Destroy(Actor* thisx, PlayState* play);
void BgDblueMovebg_Update(Actor* thisx, PlayState* play);
@ -155,7 +153,7 @@ s32 func_80A29A80(PlayState* play, s32 switchFlagBase, s32 arg2) {
void BgDblueMovebg_Init(Actor* thisx, PlayState* play) {
s32 pad;
BgDblueMovebg* this = THIS;
BgDblueMovebg* this = (BgDblueMovebg*)thisx;
s32 i;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
@ -284,7 +282,7 @@ void BgDblueMovebg_Init(Actor* thisx, PlayState* play) {
}
void BgDblueMovebg_Destroy(Actor* thisx, PlayState* play) {
BgDblueMovebg* this = THIS;
BgDblueMovebg* this = (BgDblueMovebg*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
if ((this->unk_160 == 9) || (this->unk_160 == 8)) {
@ -715,7 +713,7 @@ void func_80A2B1A0(BgDblueMovebg* this, PlayState* play) {
}
void BgDblueMovebg_Update(Actor* thisx, PlayState* play) {
BgDblueMovebg* this = THIS;
BgDblueMovebg* this = (BgDblueMovebg*)thisx;
this->actionFunc(this, play);
@ -727,7 +725,7 @@ void BgDblueMovebg_Update(Actor* thisx, PlayState* play) {
}
void func_80A2B274(Actor* thisx, PlayState* play) {
BgDblueMovebg* this = THIS;
BgDblueMovebg* this = (BgDblueMovebg*)thisx;
s16 temp_v1;
if (this != D_80A2BBF0) {
@ -747,7 +745,7 @@ void func_80A2B274(Actor* thisx, PlayState* play) {
void func_80A2B308(Actor* thisx, PlayState* play) {
s32 pad;
BgDblueMovebg* this = THIS;
BgDblueMovebg* this = (BgDblueMovebg*)thisx;
OPEN_DISPS(play->state.gfxCtx);
@ -761,7 +759,7 @@ void func_80A2B308(Actor* thisx, PlayState* play) {
void BgDblueMovebg_Draw(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
BgDblueMovebg* this = THIS;
BgDblueMovebg* this = (BgDblueMovebg*)thisx;
s32 i;
s32 j;
Gfx* gfx;

View File

@ -9,8 +9,6 @@
#define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgDblueWaterfall*)thisx)
void BgDblueWaterfall_Init(Actor* thisx, PlayState* play);
void BgDblueWaterfall_Destroy(Actor* thisx, PlayState* play);
void BgDblueWaterfall_Update(Actor* thisx, PlayState* play);
@ -89,7 +87,7 @@ s32 func_80B83D04(BgDblueWaterfall* this, PlayState* play) {
}
s32 func_80B83D58(Actor* thisx, PlayState* play) {
BgDblueWaterfall* this = THIS;
BgDblueWaterfall* this = (BgDblueWaterfall*)thisx;
if (Flags_GetSwitch(play, BGDBLUEWATERFALL_GET_SWITCH_FLAG(&this->actor))) {
return false;
@ -331,7 +329,7 @@ static InitChainEntry sInitChain[] = {
void BgDblueWaterfall_Init(Actor* thisx, PlayState* play) {
s32 pad;
BgDblueWaterfall* this = THIS;
BgDblueWaterfall* this = (BgDblueWaterfall*)thisx;
Actor_ProcessInitChain(&this->actor, sInitChain);
this->actor.shape.rot.z = 0;
@ -349,7 +347,7 @@ void BgDblueWaterfall_Init(Actor* thisx, PlayState* play) {
}
void BgDblueWaterfall_Destroy(Actor* thisx, PlayState* play) {
BgDblueWaterfall* this = THIS;
BgDblueWaterfall* this = (BgDblueWaterfall*)thisx;
Collider_DestroyCylinder(play, &this->collider);
}
@ -576,14 +574,14 @@ void func_80B84F20(BgDblueWaterfall* this, PlayState* play) {
}
void BgDblueWaterfall_Update(Actor* thisx, PlayState* play) {
BgDblueWaterfall* this = THIS;
BgDblueWaterfall* this = (BgDblueWaterfall*)thisx;
this->actionFunc(this, play);
}
void BgDblueWaterfall_Draw(Actor* thisx, PlayState* play) {
s32 pad;
BgDblueWaterfall* this = THIS;
BgDblueWaterfall* this = (BgDblueWaterfall*)thisx;
OPEN_DISPS(play->state.gfxCtx);

View File

@ -10,8 +10,6 @@
#define FLAGS 0x00000000
#define THIS ((BgDkjailIvy*)thisx)
void BgDkjailIvy_Init(Actor* thisx, PlayState* play);
void BgDkjailIvy_Destroy(Actor* thisx, PlayState* play);
void BgDkjailIvy_Update(Actor* thisx, PlayState* play);
@ -114,7 +112,7 @@ static InitChainEntry sInitChain[] = {
void BgDkjailIvy_Init(Actor* thisx, PlayState* play) {
s32 pad;
BgDkjailIvy* this = THIS;
BgDkjailIvy* this = (BgDkjailIvy*)thisx;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, 0);
@ -133,7 +131,7 @@ void BgDkjailIvy_Init(Actor* thisx, PlayState* play) {
}
void BgDkjailIvy_Destroy(Actor* thisx, PlayState* play) {
BgDkjailIvy* this = THIS;
BgDkjailIvy* this = (BgDkjailIvy*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
Collider_DestroyCylinder(play, &this->collider);
@ -191,13 +189,13 @@ void BgDkjailIvy_FadeOut(BgDkjailIvy* this, PlayState* play) {
}
void BgDkjailIvy_Update(Actor* thisx, PlayState* play) {
BgDkjailIvy* this = THIS;
BgDkjailIvy* this = (BgDkjailIvy*)thisx;
this->actionFunc(this, play);
}
void BgDkjailIvy_Draw(Actor* thisx, PlayState* play) {
BgDkjailIvy* this = THIS;
BgDkjailIvy* this = (BgDkjailIvy*)thisx;
OPEN_DISPS(play->state.gfxCtx);

View File

@ -9,8 +9,6 @@
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_UPDATE_DURING_OCARINA)
#define THIS ((BgDyYoseizo*)thisx)
void BgDyYoseizo_Init(Actor* thisx, PlayState* play);
void BgDyYoseizo_Destroy(Actor* thisx, PlayState* play);
void BgDyYoseizo_Update(Actor* thisx, PlayState* play);
@ -63,7 +61,7 @@ static AnimationHeader* sAnimations[GREATFAIRY_ANIM_MAX] = {
};
void BgDyYoseizo_Init(Actor* thisx, PlayState* play) {
BgDyYoseizo* this = THIS;
BgDyYoseizo* this = (BgDyYoseizo*)thisx;
this->unk2EC = this->actor.world.pos.y + 40.0f;
this->actor.focus.pos = this->actor.world.pos;
@ -539,7 +537,7 @@ void func_80A0BB08(BgDyYoseizo* this, PlayState* play) {
}
void BgDyYoseizo_Update(Actor* thisx, PlayState* play) {
BgDyYoseizo* this = THIS;
BgDyYoseizo* this = (BgDyYoseizo*)thisx;
this->actionFunc(this, play);
Actor_MoveWithGravity(&this->actor);
@ -550,7 +548,7 @@ void BgDyYoseizo_Update(Actor* thisx, PlayState* play) {
}
s32 BgDyYoseizo_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) {
BgDyYoseizo* this = THIS;
BgDyYoseizo* this = (BgDyYoseizo*)thisx;
if (limbIndex == GREAT_FAIRY_LIMB_TORSO) {
rot->x += this->torsoRot.y;
@ -578,7 +576,7 @@ void BgDyYoseizo_Draw(Actor* thisx, PlayState* play) {
gGreatFairyMouthClosedTex,
gGreatFairyMouthOpenTex,
};
BgDyYoseizo* this = THIS;
BgDyYoseizo* this = (BgDyYoseizo*)thisx;
GreatFairyAppearance appearance = GREAT_FAIRY_APPEARANCE_MAGIC;
// The differing eyes and hair colours

View File

@ -9,8 +9,6 @@
#define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgF40Block*)thisx)
void BgF40Block_Init(Actor* thisx, PlayState* play);
void BgF40Block_Destroy(Actor* thisx, PlayState* play);
void BgF40Block_Update(Actor* thisx, PlayState* play);
@ -225,7 +223,7 @@ void func_80BC4038(BgF40Block* this) {
}
void BgF40Block_Init(Actor* thisx, PlayState* play) {
BgF40Block* this = THIS;
BgF40Block* this = (BgF40Block*)thisx;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
@ -254,7 +252,7 @@ void BgF40Block_Init(Actor* thisx, PlayState* play) {
}
void BgF40Block_Destroy(Actor* thisx, PlayState* play) {
BgF40Block* this = THIS;
BgF40Block* this = (BgF40Block*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
}
@ -365,7 +363,7 @@ void func_80BC457C(BgF40Block* this, PlayState* play) {
}
void BgF40Block_Update(Actor* thisx, PlayState* play) {
BgF40Block* this = THIS;
BgF40Block* this = (BgF40Block*)thisx;
this->actionFunc(this, play);

View File

@ -9,8 +9,6 @@
#define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgF40Flift*)thisx)
void BgF40Flift_Init(Actor* thisx, PlayState* play);
void BgF40Flift_Destroy(Actor* thisx, PlayState* play);
void BgF40Flift_Update(Actor* thisx, PlayState* play);
@ -38,7 +36,7 @@ static InitChainEntry sInitChain[] = {
};
void BgF40Flift_Init(Actor* thisx, PlayState* play) {
BgF40Flift* this = THIS;
BgF40Flift* this = (BgF40Flift*)thisx;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
@ -48,7 +46,7 @@ void BgF40Flift_Init(Actor* thisx, PlayState* play) {
}
void BgF40Flift_Destroy(Actor* thisx, PlayState* play) {
BgF40Flift* this = THIS;
BgF40Flift* this = (BgF40Flift*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
}
@ -85,7 +83,7 @@ void func_808D7714(BgF40Flift* this, PlayState* play) {
}
void BgF40Flift_Update(Actor* thisx, PlayState* play) {
BgF40Flift* this = THIS;
BgF40Flift* this = (BgF40Flift*)thisx;
this->actionFunc(this, play);
}

View File

@ -10,8 +10,6 @@
#define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgF40Switch*)thisx)
void BgF40Switch_Init(Actor* thisx, PlayState* play);
void BgF40Switch_Destroy(Actor* thisx, PlayState* play);
void BgF40Switch_Update(Actor* thisx, PlayState* play);
@ -106,7 +104,7 @@ static InitChainEntry sInitChain[] = {
};
void BgF40Switch_Init(Actor* thisx, PlayState* play) {
BgF40Switch* this = THIS;
BgF40Switch* this = (BgF40Switch*)thisx;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
this->dyna.actor.scale.y = 0.165f;
@ -121,7 +119,7 @@ void BgF40Switch_Init(Actor* thisx, PlayState* play) {
}
void BgF40Switch_Destroy(Actor* thisx, PlayState* play) {
BgF40Switch* this = THIS;
BgF40Switch* this = (BgF40Switch*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
}
@ -180,14 +178,14 @@ void BgF40Switch_IdleUnpressed(BgF40Switch* this, PlayState* play) {
}
void BgF40Switch_Update(Actor* thisx, PlayState* play) {
BgF40Switch* this = THIS;
BgF40Switch* this = (BgF40Switch*)thisx;
BgF40Switch_CheckAll(this, play);
this->actionFunc(this, play);
}
void BgF40Switch_Draw(Actor* thisx, PlayState* play) {
BgF40Switch* this = THIS;
BgF40Switch* this = (BgF40Switch*)thisx;
Gfx_DrawDListOpa(play, gStoneTowerFloorSwitchDL);
Gfx_DrawDListOpa(play, gStoneTowerFloorSwitchOutlineDL);

View File

@ -9,8 +9,6 @@
#define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgF40Swlift*)thisx)
void BgF40Swlift_Init(Actor* thisx, PlayState* play);
void BgF40Swlift_Destroy(Actor* thisx, PlayState* play);
void BgF40Swlift_Update(Actor* thisx, PlayState* play2);
@ -38,7 +36,7 @@ static InitChainEntry sInitChain[] = {
};
void BgF40Swlift_Init(Actor* thisx, PlayState* play) {
BgF40Swlift* this = THIS;
BgF40Swlift* this = (BgF40Swlift*)thisx;
s32 index;
s32 pad;
@ -62,14 +60,14 @@ void BgF40Swlift_Init(Actor* thisx, PlayState* play) {
}
void BgF40Swlift_Destroy(Actor* thisx, PlayState* play) {
BgF40Swlift* this = THIS;
BgF40Swlift* this = (BgF40Swlift*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
}
void BgF40Swlift_Update(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
BgF40Swlift* this = THIS;
BgF40Swlift* this = (BgF40Swlift*)thisx;
s32 i;
for (i = 1; i < ARRAY_COUNT(sSwitchFlags); i++) {
@ -110,7 +108,7 @@ void BgF40Swlift_Update(Actor* thisx, PlayState* play2) {
}
void BgF40Swlift_Draw(Actor* thisx, PlayState* play) {
BgF40Swlift* this = THIS;
BgF40Swlift* this = (BgF40Swlift*)thisx;
Gfx_DrawDListOpa(play, gStoneTowerVerticallyOscillatingPlatformDL);
}

View File

@ -10,8 +10,6 @@
#define FLAGS 0x00000000
#define THIS ((BgFireWall*)thisx)
void BgFireWall_Init(Actor* thisx, PlayState* play);
void BgFireWall_Destroy(Actor* thisx, PlayState* play);
void BgFireWall_Update(Actor* thisx, PlayState* play2);
@ -61,7 +59,7 @@ static TexturePtr sFlameTextures[] = {
};
void BgFireWall_Init(Actor* thisx, PlayState* play) {
BgFireWall* this = THIS;
BgFireWall* this = (BgFireWall*)thisx;
this->unk_14C = this->actor.params;
this->actor.scale.y = 0.005f;
@ -80,13 +78,13 @@ void BgFireWall_Init(Actor* thisx, PlayState* play) {
}
void BgFireWall_Destroy(Actor* thisx, PlayState* play) {
BgFireWall* this = THIS;
BgFireWall* this = (BgFireWall*)thisx;
Collider_DestroyCylinder(play, &this->collider);
}
s32 func_809AC5C0(BgFireWall* thisx, PlayState* play) {
BgFireWall* this = THIS;
BgFireWall* this = (BgFireWall*)thisx;
Player* player = GET_PLAYER(play);
Vec3f sp1C;
@ -172,7 +170,7 @@ void func_809AC970(BgFireWall* this, PlayState* play) {
void BgFireWall_Update(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
BgFireWall* this = THIS;
BgFireWall* this = (BgFireWall*)thisx;
this->actionFunc(this, play);
if ((this->unk_14C == 0) || ((this->unk_14C != 0) && (this->actor.xzDistToPlayer < 240.0f))) {
@ -201,7 +199,7 @@ void BgFireWall_Update(Actor* thisx, PlayState* play2) {
}
void BgFireWall_Draw(Actor* thisx, PlayState* play) {
BgFireWall* this = THIS;
BgFireWall* this = (BgFireWall*)thisx;
OPEN_DISPS(play->state.gfxCtx);

View File

@ -9,8 +9,6 @@
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((BgFuKaiten*)thisx)
void BgFuKaiten_Init(Actor* thisx, PlayState* play);
void BgFuKaiten_Destroy(Actor* thisx, PlayState* play);
void BgFuKaiten_Update(Actor* thisx, PlayState* play);
@ -30,7 +28,7 @@ ActorProfile Bg_Fu_Kaiten_Profile = {
void BgFuKaiten_Init(Actor* thisx, PlayState* play) {
s32 pad;
BgFuKaiten* this = THIS;
BgFuKaiten* this = (BgFuKaiten*)thisx;
CollisionHeader* header = NULL;
Actor_SetScale(thisx, 1.0f);
@ -45,7 +43,7 @@ void BgFuKaiten_Init(Actor* thisx, PlayState* play) {
}
void BgFuKaiten_Destroy(Actor* thisx, PlayState* play) {
BgFuKaiten* this = THIS;
BgFuKaiten* this = (BgFuKaiten*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
}
@ -68,7 +66,7 @@ void BgFuKaiten_UpdateHeight(BgFuKaiten* this) {
}
void BgFuKaiten_Update(Actor* thisx, PlayState* play) {
BgFuKaiten* this = THIS;
BgFuKaiten* this = (BgFuKaiten*)thisx;
BgFuKaiten_UpdateRotation(this);
BgFuKaiten_UpdateHeight(this);

View File

@ -9,8 +9,6 @@
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((BgFuMizu*)thisx)
void BgFuMizu_Init(Actor* thisx, PlayState* play);
void BgFuMizu_Destroy(Actor* thisx, PlayState* play);
void BgFuMizu_Update(Actor* thisx, PlayState* play);
@ -29,7 +27,7 @@ ActorProfile Bg_Fu_Mizu_Profile = {
};
void BgFuMizu_Init(Actor* thisx, PlayState* play) {
BgFuMizu* this = THIS;
BgFuMizu* this = (BgFuMizu*)thisx;
s32 pad;
CollisionHeader* colHeader = NULL;
@ -42,7 +40,7 @@ void BgFuMizu_Init(Actor* thisx, PlayState* play) {
}
void BgFuMizu_Destroy(Actor* thisx, PlayState* play) {
BgFuMizu* this = THIS;
BgFuMizu* this = (BgFuMizu*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
}
@ -62,7 +60,7 @@ s32 func_80ADABA4(BgFuMizu* this, PlayState* play) {
void BgFuMizu_Update(Actor* thisx, PlayState* play) {
f32 heightTarget;
BgFuMizu* this = THIS;
BgFuMizu* this = (BgFuMizu*)thisx;
if (this->unk_160 == 0) {
if (func_80ADABA4(this, play)) {

View File

@ -9,8 +9,6 @@
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((BgGoronOyu*)thisx)
void BgGoronOyu_Init(Actor* thisx, PlayState* play);
void BgGoronOyu_Destroy(Actor* thisx, PlayState* play);
void BgGoronOyu_Update(Actor* thisx, PlayState* play);
@ -148,7 +146,7 @@ void BgGoronOyu_SpawnEffects(BgGoronOyu* this, PlayState* play) {
void BgGoronOyu_Init(Actor* thisx, PlayState* play) {
s32 pad;
BgGoronOyu* this = THIS;
BgGoronOyu* this = (BgGoronOyu*)thisx;
CollisionHeader* colHeader = NULL;
Actor_SetScale(&this->dyna.actor, 0.1f);
@ -169,13 +167,13 @@ void BgGoronOyu_Init(Actor* thisx, PlayState* play) {
}
void BgGoronOyu_Destroy(Actor* thisx, PlayState* play) {
BgGoronOyu* this = THIS;
BgGoronOyu* this = (BgGoronOyu*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
}
void BgGoronOyu_Update(Actor* thisx, PlayState* play) {
BgGoronOyu* this = THIS;
BgGoronOyu* this = (BgGoronOyu*)thisx;
this->actionFunc(this, play);
BgGoronOyu_SpawnEffects(this, play);

View File

@ -9,8 +9,6 @@
#define FLAGS 0x00000000
#define THIS ((BgHakaBombwall*)thisx)
void BgHakaBombwall_Init(Actor* thisx, PlayState* play);
void BgHakaBombwall_Destroy(Actor* thisx, PlayState* play);
void BgHakaBombwall_Update(Actor* thisx, PlayState* play);
@ -155,7 +153,7 @@ void func_80BD5E6C(BgHakaBombwall* this, PlayState* play) {
void BgHakaBombwall_Init(Actor* thisx, PlayState* play) {
s32 pad;
BgHakaBombwall* this = THIS;
BgHakaBombwall* this = (BgHakaBombwall*)thisx;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, 0);
@ -172,7 +170,7 @@ void BgHakaBombwall_Init(Actor* thisx, PlayState* play) {
}
void BgHakaBombwall_Destroy(Actor* thisx, PlayState* play) {
BgHakaBombwall* this = THIS;
BgHakaBombwall* this = (BgHakaBombwall*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
Collider_DestroyCylinder(play, &this->collider);
@ -224,7 +222,7 @@ void BgHakaBombwall_EndCutscene(BgHakaBombwall* this, PlayState* play) {
}
void BgHakaBombwall_Update(Actor* thisx, PlayState* play) {
BgHakaBombwall* this = THIS;
BgHakaBombwall* this = (BgHakaBombwall*)thisx;
this->actionFunc(this, play);
}

View File

@ -9,8 +9,6 @@
#define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgHakaCurtain*)thisx)
void BgHakaCurtain_Init(Actor* thisx, PlayState* play);
void BgHakaCurtain_Destroy(Actor* thisx, PlayState* play);
void BgHakaCurtain_Update(Actor* thisx, PlayState* play);
@ -46,7 +44,7 @@ static InitChainEntry sInitChain[] = {
};
void BgHakaCurtain_Init(Actor* thisx, PlayState* play) {
BgHakaCurtain* this = THIS;
BgHakaCurtain* this = (BgHakaCurtain*)thisx;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
@ -59,7 +57,7 @@ void BgHakaCurtain_Init(Actor* thisx, PlayState* play) {
}
void BgHakaCurtain_Destroy(Actor* thisx, PlayState* play) {
BgHakaCurtain* this = THIS;
BgHakaCurtain* this = (BgHakaCurtain*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
}
@ -122,7 +120,7 @@ void func_80B6DEA8(BgHakaCurtain* this, PlayState* play) {
}
void BgHakaCurtain_Update(Actor* thisx, PlayState* play) {
BgHakaCurtain* this = THIS;
BgHakaCurtain* this = (BgHakaCurtain*)thisx;
CsCmdActorCue* cue;
if (Cutscene_IsCueInChannel(play, CS_CMD_ACTOR_CUE_469)) {

View File

@ -9,8 +9,6 @@
#define FLAGS 0x00000000
#define THIS ((BgHakaTomb*)thisx)
void BgHakaTomb_Init(Actor* thisx, PlayState* play);
void BgHakaTomb_Destroy(Actor* thisx, PlayState* play);
void BgHakaTomb_Update(Actor* thisx, PlayState* play);
@ -42,7 +40,7 @@ static InitChainEntry sInitChain[] = {
static Vec3f D_80BD68A4 = { 30.0f, 90.0f, 0.0f };
void BgHakaTomb_Init(Actor* thisx, PlayState* play) {
BgHakaTomb* this = THIS;
BgHakaTomb* this = (BgHakaTomb*)thisx;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
@ -52,7 +50,7 @@ void BgHakaTomb_Init(Actor* thisx, PlayState* play) {
}
void BgHakaTomb_Destroy(Actor* thisx, PlayState* play) {
BgHakaTomb* this = THIS;
BgHakaTomb* this = (BgHakaTomb*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
}
@ -114,7 +112,7 @@ void BgHakaTomb_DoNothing(BgHakaTomb* this, PlayState* play) {
}
void BgHakaTomb_Update(Actor* thisx, PlayState* play) {
BgHakaTomb* this = THIS;
BgHakaTomb* this = (BgHakaTomb*)thisx;
s32 pad;
Vec3f vec;

View File

@ -9,8 +9,6 @@
#define FLAGS 0x00000000
#define THIS ((BgHakuginBombwall*)thisx)
void BgHakuginBombwall_Init(Actor* thisx, PlayState* play);
void BgHakuginBombwall_Destroy(Actor* thisx, PlayState* play);
void BgHakuginBombwall_Update(Actor* thisx, PlayState* play);
@ -309,7 +307,7 @@ void func_80ABC7FC(BgHakuginBombwall* this, PlayState* play) {
void BgHakuginBombwall_Init(Actor* thisx, PlayState* play) {
s32 pad;
BgHakuginBombwall* this = THIS;
BgHakuginBombwall* this = (BgHakuginBombwall*)thisx;
BgHakuginBombwallStruct* ptr = &D_80ABCFC0[BGHAKUGIN_BOMBWALL_100(&this->dyna.actor)];
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
@ -336,7 +334,7 @@ void BgHakuginBombwall_Init(Actor* thisx, PlayState* play) {
}
void BgHakuginBombwall_Destroy(Actor* thisx, PlayState* play) {
BgHakuginBombwall* this = THIS;
BgHakuginBombwall* this = (BgHakuginBombwall*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
Collider_DestroyCylinder(play, &this->collider);
@ -421,7 +419,7 @@ void func_80ABCE60(BgHakuginBombwall* this, PlayState* play) {
}
void BgHakuginBombwall_Update(Actor* thisx, PlayState* play) {
BgHakuginBombwall* this = THIS;
BgHakuginBombwall* this = (BgHakuginBombwall*)thisx;
this->actionFunc(this, play);
}

View File

@ -9,8 +9,6 @@
#define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgHakuginElvpole*)thisx)
void BgHakuginElvpole_Init(Actor* thisx, PlayState* play);
void BgHakuginElvpole_Destroy(Actor* thisx, PlayState* play);
void BgHakuginElvpole_Update(Actor* thisx, PlayState* play);
@ -33,7 +31,7 @@ ActorProfile Bg_Hakugin_Elvpole_Profile = {
void BgHakuginElvpole_Init(Actor* thisx, PlayState* play) {
s32 pad;
CollisionHeader* colHeader = NULL;
BgHakuginElvpole* this = THIS;
BgHakuginElvpole* this = (BgHakuginElvpole*)thisx;
Actor_SetScale(&this->dyna.actor, 0.1f);
this->actionFunc = func_80ABD92C;
@ -52,7 +50,7 @@ void BgHakuginElvpole_Init(Actor* thisx, PlayState* play) {
}
void BgHakuginElvpole_Destroy(Actor* thisx, PlayState* play) {
BgHakuginElvpole* this = THIS;
BgHakuginElvpole* this = (BgHakuginElvpole*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
}
@ -121,7 +119,7 @@ void func_80ABD92C(BgHakuginElvpole* this, PlayState* play) {
}
void BgHakuginElvpole_Update(Actor* thisx, PlayState* play) {
BgHakuginElvpole* this = THIS;
BgHakuginElvpole* this = (BgHakuginElvpole*)thisx;
this->actionFunc(this, play);
}

View File

@ -11,8 +11,6 @@
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((BgHakuginPost*)thisx)
void BgHakuginPost_Init(Actor* thisx, PlayState* play);
void BgHakuginPost_Destroy(Actor* thisx, PlayState* play);
void BgHakuginPost_Update(Actor* thisx, PlayState* play);
@ -688,7 +686,7 @@ void func_80A9C854(BgHakuginPost* this, PlayState* play) {
void BgHakuginPost_Init(Actor* thisx, PlayState* play) {
static s32 D_80A9D8FC = 1;
BgHakuginPost* this = THIS;
BgHakuginPost* this = (BgHakuginPost*)thisx;
if (D_80A9D8FC != 0) {
D_80A9D8FC = 0;
@ -713,7 +711,7 @@ void BgHakuginPost_Init(Actor* thisx, PlayState* play) {
}
void BgHakuginPost_Destroy(Actor* thisx, PlayState* play) {
BgHakuginPost* this = THIS;
BgHakuginPost* this = (BgHakuginPost*)thisx;
if (BGHAKUGINPOST_GET_7(&this->dyna.actor) == 7) {
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
@ -951,7 +949,7 @@ void func_80A9D434(BgHakuginPost* this, PlayState* play) {
}
void BgHakuginPost_Update(Actor* thisx, PlayState* play) {
BgHakuginPost* this = THIS;
BgHakuginPost* this = (BgHakuginPost*)thisx;
f32 temp;
func_80A9B46C(this, play);
@ -1003,7 +1001,7 @@ void func_80A9D61C(Actor* thisx, PlayState* play) {
object_hakugin_obj_DL_00D098,
object_hakugin_obj_DL_00D098,
};
BgHakuginPost* this = THIS;
BgHakuginPost* this = (BgHakuginPost*)thisx;
BgHakuginPostUnkStruct1* unkStruct1;
BgHakuginPostUnkStruct2* unkStruct2;
Vec3f sp68;

View File

@ -11,8 +11,6 @@
#define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgHakuginSwitch*)thisx)
void BgHakuginSwitch_Init(Actor* thisx, PlayState* play);
void BgHakuginSwitch_Destroy(Actor* thisx, PlayState* play);
void BgHakuginSwitch_Update(Actor* thisx, PlayState* play);
@ -115,7 +113,7 @@ void func_80B157C4(BgHakuginSwitch* this, u16 arg1) {
void BgHakuginSwitch_Init(Actor* thisx, PlayState* play) {
s32 pad;
BgHakuginSwitch* this = THIS;
BgHakuginSwitch* this = (BgHakuginSwitch*)thisx;
s32 sp34 = BGHAKUGINSWITCH_GET_7(&this->dyna.actor);
s32 sp30;
s32 pad2;
@ -181,7 +179,7 @@ void BgHakuginSwitch_Init(Actor* thisx, PlayState* play) {
}
void BgHakuginSwitch_Destroy(Actor* thisx, PlayState* play) {
BgHakuginSwitch* this = THIS;
BgHakuginSwitch* this = (BgHakuginSwitch*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
Collider_DestroyCylinder(play, &this->collider);
@ -488,7 +486,7 @@ void func_80B165E0(BgHakuginSwitch* this, PlayState* play) {
void BgHakuginSwitch_Update(Actor* thisx, PlayState* play) {
s32 pad;
BgHakuginSwitch* this = THIS;
BgHakuginSwitch* this = (BgHakuginSwitch*)thisx;
f32 sp24;
if (this->unk_1B2 > 0) {
@ -533,7 +531,7 @@ void BgHakuginSwitch_Update(Actor* thisx, PlayState* play) {
}
void BgHakuginSwitch_Draw(Actor* thisx, PlayState* play) {
BgHakuginSwitch* this = THIS;
BgHakuginSwitch* this = (BgHakuginSwitch*)thisx;
Gfx_DrawDListOpa(play, this->unk_1A8);
}

View File

@ -9,8 +9,6 @@
#define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgIcefloe*)thisx)
void BgIcefloe_Init(Actor* thisx, PlayState* play);
void BgIcefloe_Destroy(Actor* thisx, PlayState* play);
void BgIcefloe_Update(Actor* thisx, PlayState* play);
@ -43,7 +41,7 @@ static InitChainEntry sInitChain[] = {
static s32 numberSpawned;
void BgIcefloe_Init(Actor* thisx, PlayState* play) {
BgIcefloe* this = THIS;
BgIcefloe* this = (BgIcefloe*)thisx;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, 0);
@ -68,7 +66,7 @@ void BgIcefloe_Init(Actor* thisx, PlayState* play) {
}
void BgIcefloe_Destroy(Actor* thisx, PlayState* play) {
BgIcefloe* this = THIS;
BgIcefloe* this = (BgIcefloe*)thisx;
s32 i;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
@ -163,7 +161,7 @@ void func_80AC4D2C(BgIcefloe* this, PlayState* play) {
}
void BgIcefloe_Update(Actor* thisx, PlayState* play) {
BgIcefloe* this = THIS;
BgIcefloe* this = (BgIcefloe*)thisx;
if (!Play_InCsMode(play)) {
this->actionFunc(this, play);
@ -171,7 +169,7 @@ void BgIcefloe_Update(Actor* thisx, PlayState* play) {
}
void BgIcefloe_Draw(Actor* thisx, PlayState* play) {
BgIcefloe* this = THIS;
BgIcefloe* this = (BgIcefloe*)thisx;
Gfx_DrawDListOpa(play, gIcefloeIcePlatformDL);
}

View File

@ -9,8 +9,6 @@
#define FLAGS 0x00000000
#define THIS ((BgIcicle*)thisx)
void BgIcicle_Init(Actor* thisx, PlayState* play);
void BgIcicle_Destroy(Actor* thisx, PlayState* play);
void BgIcicle_Update(Actor* thisx, PlayState* play);
@ -63,7 +61,7 @@ static InitChainEntry sInitChain[] = {
void BgIcicle_Init(Actor* thisx, PlayState* play) {
s32 pad;
BgIcicle* this = THIS;
BgIcicle* this = (BgIcicle*)thisx;
s32 paramsHigh;
s32 paramsMid;
@ -90,7 +88,7 @@ void BgIcicle_Init(Actor* thisx, PlayState* play) {
}
void BgIcicle_Destroy(Actor* thisx, PlayState* play) {
BgIcicle* this = THIS;
BgIcicle* this = (BgIcicle*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
Collider_DestroyCylinder(play, &this->collider);
@ -230,7 +228,7 @@ void BgIcicle_UpdateAttacked(BgIcicle* this, PlayState* play) {
void BgIcicle_Update(Actor* thisx, PlayState* play) {
s32 pad;
BgIcicle* this = THIS;
BgIcicle* this = (BgIcicle*)thisx;
BgIcicle_UpdateAttacked(this, play);
this->actionFunc(this, play);

View File

@ -9,8 +9,6 @@
#define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgIkanaBlock*)thisx)
void BgIkanaBlock_Init(Actor* thisx, PlayState* play);
void BgIkanaBlock_Destroy(Actor* thisx, PlayState* play);
void BgIkanaBlock_Update(Actor* thisx, PlayState* play);
@ -181,7 +179,7 @@ s32 func_80B7EEB4(BgIkanaBlock* this, PlayState* play) {
}
void BgIkanaBlock_Init(Actor* thisx, PlayState* play) {
BgIkanaBlock* this = THIS;
BgIkanaBlock* this = (BgIkanaBlock*)thisx;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
@ -194,7 +192,7 @@ void BgIkanaBlock_Init(Actor* thisx, PlayState* play) {
}
void BgIkanaBlock_Destroy(Actor* thisx, PlayState* play) {
BgIkanaBlock* this = THIS;
BgIkanaBlock* this = (BgIkanaBlock*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
}
@ -343,7 +341,7 @@ void func_80B7F398(BgIkanaBlock* this, PlayState* play) {
}
void BgIkanaBlock_Update(Actor* thisx, PlayState* play) {
BgIkanaBlock* this = THIS;
BgIkanaBlock* this = (BgIkanaBlock*)thisx;
if ((this->dyna.actor.shape.rot.x != this->unk_174.x) || (this->dyna.actor.shape.rot.y != this->unk_174.y) ||
(this->dyna.actor.shape.rot.z != this->unk_174.z)) {
@ -371,7 +369,7 @@ void BgIkanaBlock_Update(Actor* thisx, PlayState* play) {
void func_80B7F564(Actor* thisx, PlayState* play) {
s32 pad;
BgIkanaBlock* this = THIS;
BgIkanaBlock* this = (BgIkanaBlock*)thisx;
OPEN_DISPS(play->state.gfxCtx);

View File

@ -9,8 +9,6 @@
#define FLAGS (ACTOR_FLAG_UCODE_POINT_LIGHT_ENABLED)
#define THIS ((BgIkanaBombwall*)thisx)
void BgIkanaBombwall_Init(Actor* thisx, PlayState* play);
void BgIkanaBombwall_Destroy(Actor* thisx, PlayState* play);
void BgIkanaBombwall_Update(Actor* thisx, PlayState* play);
@ -233,7 +231,7 @@ void func_80BD4A14(BgIkanaBombwall* this, PlayState* play) {
void BgIkanaBombwall_Init(Actor* thisx, PlayState* play) {
s32 pad;
BgIkanaBombwall* this = THIS;
BgIkanaBombwall* this = (BgIkanaBombwall*)thisx;
s32 sp2C = BGIKANABOMBWALL_GET_100(&this->dyna.actor);
CollisionHeader* colHeader;
ColliderCylinderInit* cylinderInit;
@ -267,7 +265,7 @@ void BgIkanaBombwall_Init(Actor* thisx, PlayState* play) {
}
void BgIkanaBombwall_Destroy(Actor* thisx, PlayState* play) {
BgIkanaBombwall* this = THIS;
BgIkanaBombwall* this = (BgIkanaBombwall*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
Collider_DestroyCylinder(play, &this->collider);
@ -365,7 +363,7 @@ void func_80BD5134(BgIkanaBombwall* this, PlayState* play) {
}
void BgIkanaBombwall_Update(Actor* thisx, PlayState* play) {
BgIkanaBombwall* this = THIS;
BgIkanaBombwall* this = (BgIkanaBombwall*)thisx;
this->actionFunc(this, play);
}

View File

@ -10,8 +10,6 @@
#define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgIkanaDharma*)thisx)
void BgIkanaDharma_Init(Actor* thisx, PlayState* play2);
void BgIkanaDharma_Destroy(Actor* thisx, PlayState* play);
void BgIkanaDharma_Update(Actor* thisx, PlayState* play);
@ -95,7 +93,7 @@ void BgIkanaDharma_SpawnEffects(BgIkanaDharma* this, PlayState* play) {
void BgIkanaDharma_Init(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
BgIkanaDharma* this = THIS;
BgIkanaDharma* this = (BgIkanaDharma*)thisx;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
this->dyna.actor.scale.x = 0.3f;
@ -126,7 +124,7 @@ void BgIkanaDharma_Init(Actor* thisx, PlayState* play2) {
}
void BgIkanaDharma_Destroy(Actor* thisx, PlayState* play) {
BgIkanaDharma* this = THIS;
BgIkanaDharma* this = (BgIkanaDharma*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
Collider_DestroyCylinder(play, &this->collider);
@ -215,7 +213,7 @@ void BgIkanaDharma_WaitForCutsceneToEnd(BgIkanaDharma* this, PlayState* play) {
}
void BgIkanaDharma_Update(Actor* thisx, PlayState* play) {
BgIkanaDharma* this = THIS;
BgIkanaDharma* this = (BgIkanaDharma*)thisx;
this->actionFunc(this, play);
if (this->actionFunc == BgIkanaDharma_WaitForHit) {
@ -258,7 +256,7 @@ void BgIkanaDharma_Update(Actor* thisx, PlayState* play) {
}
void BgIkanaDharma_Draw(Actor* thisx, PlayState* play) {
BgIkanaDharma* this = THIS;
BgIkanaDharma* this = (BgIkanaDharma*)thisx;
Gfx_DrawDListOpa(play, gStoneTowerTemplePunchablePillarDL);
}

View File

@ -14,8 +14,6 @@
#define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgIkanaMirror*)thisx)
void BgIkanaMirror_Init(Actor* thisx, PlayState* play2);
void BgIkanaMirror_Destroy(Actor* thisx, PlayState* play);
void BgIkanaMirror_Update(Actor* thisx, PlayState* play);
@ -228,7 +226,7 @@ void BgIkanaMirror_SetQuadVertices(BgIkanaMirror* this) {
void BgIkanaMirror_Init(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
BgIkanaMirror* this = THIS;
BgIkanaMirror* this = (BgIkanaMirror*)thisx;
ColliderTrisElementInit* element;
Vec3f vertices[3];
s32 i;
@ -263,7 +261,7 @@ void BgIkanaMirror_Init(Actor* thisx, PlayState* play2) {
}
void BgIkanaMirror_Destroy(Actor* thisx, PlayState* play) {
BgIkanaMirror* this = THIS;
BgIkanaMirror* this = (BgIkanaMirror*)thisx;
s32 i;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
@ -370,14 +368,14 @@ void BgIkanaMirror_EmitLight(BgIkanaMirror* this, PlayState* play) {
}
void BgIkanaMirror_Update(Actor* thisx, PlayState* play) {
BgIkanaMirror* this = THIS;
BgIkanaMirror* this = (BgIkanaMirror*)thisx;
this->actionFunc(this, play);
}
void BgIkanaMirror_Draw(Actor* thisx, PlayState* play) {
s32 pad;
BgIkanaMirror* this = THIS;
BgIkanaMirror* this = (BgIkanaMirror*)thisx;
OPEN_DISPS(play->state.gfxCtx);

View File

@ -9,8 +9,6 @@
#define FLAGS 0x00000000
#define THIS ((BgIkanaRay*)thisx)
void BgIkanaRay_Init(Actor* thisx, PlayState* play);
void BgIkanaRay_Destroy(Actor* thisx, PlayState* play);
void BgIkanaRay_Update(Actor* thisx, PlayState* play);
@ -61,7 +59,7 @@ static InitChainEntry sInitChain[] = {
};
void BgIkanaRay_Init(Actor* thisx, PlayState* play) {
BgIkanaRay* this = THIS;
BgIkanaRay* this = (BgIkanaRay*)thisx;
ColliderCylinder* collision = &this->collision;
Actor_ProcessInitChain(&this->actor, sInitChain);
@ -79,7 +77,7 @@ void BgIkanaRay_Init(Actor* thisx, PlayState* play) {
}
void BgIkanaRay_Destroy(Actor* thisx, PlayState* play) {
BgIkanaRay* this = THIS;
BgIkanaRay* this = (BgIkanaRay*)thisx;
ColliderCylinder* collision = &this->collision;
Collider_DestroyCylinder(play, collision);
@ -108,13 +106,13 @@ void BgIkanaRay_UpdateActivated(BgIkanaRay* this, PlayState* play) {
}
void BgIkanaRay_Update(Actor* thisx, PlayState* play) {
BgIkanaRay* this = THIS;
BgIkanaRay* this = (BgIkanaRay*)thisx;
this->actionFunc(this, play);
}
void BgIkanaRay_Draw(Actor* thisx, PlayState* play) {
BgIkanaRay* this = THIS;
BgIkanaRay* this = (BgIkanaRay*)thisx;
AnimatedMat_Draw(play, this->animatedTextures);
Gfx_DrawDListXlu(play, object_ikana_obj_DL_001100);

View File

@ -13,8 +13,6 @@
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((BgIkanaRotaryroom*)thisx)
void BgIkanaRotaryroom_Init(Actor* thisx, PlayState* play);
void BgIkanaRotaryroom_Destroy(Actor* thisx, PlayState* play);
void BgIkanaRotaryroom_Update(Actor* thisx, PlayState* play);
@ -703,7 +701,7 @@ s32 func_80B816A4(BgIkanaRotaryroom* this) {
void BgIkanaRotaryroom_Init(Actor* thisx, PlayState* play) {
s32 pad;
BgIkanaRotaryroom* this = THIS;
BgIkanaRotaryroom* this = (BgIkanaRotaryroom*)thisx;
s32 sp34 = BGIKANAROTARYROOM_GET_1(&this->dyna.actor);
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
@ -741,7 +739,7 @@ void BgIkanaRotaryroom_Init(Actor* thisx, PlayState* play) {
}
void BgIkanaRotaryroom_Destroy(Actor* thisx, PlayState* play) {
BgIkanaRotaryroom* this = THIS;
BgIkanaRotaryroom* this = (BgIkanaRotaryroom*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
Collider_DestroyJntSph(play, &this->collider);
@ -752,7 +750,7 @@ void func_80B818B4(BgIkanaRotaryroom* this) {
}
void func_80B818C8(Actor* thisx, PlayState* play) {
BgIkanaRotaryroom* this = THIS;
BgIkanaRotaryroom* this = (BgIkanaRotaryroom*)thisx;
s32 switchFlag;
if (this->collider.base.acFlags & AC_HIT) {
@ -774,7 +772,7 @@ void func_80B81978(BgIkanaRotaryroom* this) {
}
void func_80B8198C(Actor* thisx, PlayState* play) {
BgIkanaRotaryroom* this = THIS;
BgIkanaRotaryroom* this = (BgIkanaRotaryroom*)thisx;
if (this->unk_204.unk_00 == NULL) {
func_80B819DC(this);
@ -789,7 +787,7 @@ void func_80B819DC(BgIkanaRotaryroom* this) {
}
void func_80B819F0(Actor* thisx, PlayState* play) {
BgIkanaRotaryroom* this = THIS;
BgIkanaRotaryroom* this = (BgIkanaRotaryroom*)thisx;
if (CutsceneManager_IsNext(this->dyna.actor.csId)) {
CutsceneManager_StartWithPlayerCs(this->dyna.actor.csId, &this->dyna.actor);
@ -808,7 +806,7 @@ void func_80B81A64(BgIkanaRotaryroom* this) {
}
void func_80B81A80(Actor* thisx, PlayState* play) {
BgIkanaRotaryroom* this = THIS;
BgIkanaRotaryroom* this = (BgIkanaRotaryroom*)thisx;
s32 pad;
s32 i;
BgIkanaRotaryroomStruct1* ptr;
@ -846,7 +844,7 @@ void func_80B81B84(BgIkanaRotaryroom* this) {
}
void func_80B81BA0(Actor* thisx, PlayState* play) {
BgIkanaRotaryroom* this = THIS;
BgIkanaRotaryroom* this = (BgIkanaRotaryroom*)thisx;
s32 sp30 = 0;
s32 i;
@ -918,7 +916,7 @@ void func_80B81DAC(BgIkanaRotaryroom* this) {
void func_80B81DC8(Actor* thisx, PlayState* play) {
s32 pad;
BgIkanaRotaryroom* this = THIS;
BgIkanaRotaryroom* this = (BgIkanaRotaryroom*)thisx;
if (this->unk_584 > 10) {
Actor_PlaySfx_Flagged(&this->dyna.actor, NA_SE_EV_EARTHQUAKE - SFX_FLAG);
@ -938,7 +936,7 @@ void func_80B81DC8(Actor* thisx, PlayState* play) {
}
void BgIkanaRotaryroom_Update(Actor* thisx, PlayState* play) {
BgIkanaRotaryroom* this = THIS;
BgIkanaRotaryroom* this = (BgIkanaRotaryroom*)thisx;
BgIkanaRotaryroomStruct1* ptr;
BgIkanaRotaryroomStruct1* ptr2;
BgIkanaRotaryroomStruct2* ptr3;
@ -991,7 +989,7 @@ void BgIkanaRotaryroom_Update(Actor* thisx, PlayState* play) {
}
void BgIkanaRotaryroom_Draw(Actor* thisx, PlayState* play) {
BgIkanaRotaryroom* this = THIS;
BgIkanaRotaryroom* this = (BgIkanaRotaryroom*)thisx;
s32 param = BGIKANAROTARYROOM_GET_1(&this->dyna.actor);
if (!param) {

View File

@ -10,8 +10,6 @@
#define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgIkanaShutter*)thisx)
void BgIkanaShutter_Init(Actor* thisx, PlayState* play);
void BgIkanaShutter_Destroy(Actor* thisx, PlayState* play);
void BgIkanaShutter_Update(Actor* thisx, PlayState* play);
@ -63,7 +61,7 @@ bool BgIkanaShutter_AllSwitchesPressed(BgIkanaShutter* this, PlayState* play) {
}
void BgIkanaShutter_Init(Actor* thisx, PlayState* play) {
BgIkanaShutter* this = THIS;
BgIkanaShutter* this = (BgIkanaShutter*)thisx;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, 0);
@ -84,7 +82,7 @@ void BgIkanaShutter_Init(Actor* thisx, PlayState* play) {
}
void BgIkanaShutter_Destroy(Actor* thisx, PlayState* play) {
BgIkanaShutter* this = THIS;
BgIkanaShutter* this = (BgIkanaShutter*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
}
@ -207,7 +205,7 @@ void BgIkanaShutter_DoNothing(BgIkanaShutter* this, PlayState* play) {
}
void BgIkanaShutter_Update(Actor* thisx, PlayState* play) {
BgIkanaShutter* this = THIS;
BgIkanaShutter* this = (BgIkanaShutter*)thisx;
this->actionFunc(this, play);
}

View File

@ -11,8 +11,6 @@
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((BgIkninSusceil*)thisx)
void BgIkninSusceil_Init(Actor* thisx, PlayState* play);
void BgIkninSusceil_Destroy(Actor* thisx, PlayState* play);
void BgIkninSusceil_Update(Actor* thisx, PlayState* play);
@ -116,7 +114,7 @@ s32 func_80C0A95C(BgIkninSusceil* this, PlayState* play) {
}
void BgIkninSusceil_Init(Actor* thisx, PlayState* play) {
BgIkninSusceil* this = THIS;
BgIkninSusceil* this = (BgIkninSusceil*)thisx;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
@ -126,7 +124,7 @@ void BgIkninSusceil_Init(Actor* thisx, PlayState* play) {
}
void BgIkninSusceil_Destroy(Actor* thisx, PlayState* play) {
BgIkninSusceil* this = THIS;
BgIkninSusceil* this = (BgIkninSusceil*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
}
@ -227,7 +225,7 @@ void func_80C0AE5C(BgIkninSusceil* this, PlayState* play) {
void BgIkninSusceil_Update(Actor* thisx, PlayState* play) {
s32 pad;
BgIkninSusceil* this = THIS;
BgIkninSusceil* this = (BgIkninSusceil*)thisx;
Player* player = GET_PLAYER(play);
if ((this->unk168 == 0) && (this->unk166 > 0) && (player->stateFlags3 & PLAYER_STATE3_100) &&
@ -262,7 +260,7 @@ void BgIkninSusceil_Update(Actor* thisx, PlayState* play) {
}
void BgIkninSusceil_Draw(Actor* thisx, PlayState* play) {
BgIkninSusceil* this = THIS;
BgIkninSusceil* this = (BgIkninSusceil*)thisx;
AnimatedMat_Draw(play, this->animatedTexture);
Gfx_DrawDListOpa(play, object_ikninside_obj_DL_00C308);

View File

@ -9,8 +9,6 @@
#define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgIkninside*)thisx)
void BgIkninside_Init(Actor* thisx, PlayState* play);
void BgIkninside_Destroy(Actor* thisx, PlayState* play);
void BgIkninside_Update(Actor* thisx, PlayState* play);
@ -53,7 +51,7 @@ static ColliderCylinderInit sCylinderInit = {
};
void BgIkninside_Init(Actor* thisx, PlayState* play) {
BgIkninside* this = THIS;
BgIkninside* this = (BgIkninside*)thisx;
CollisionHeader* colHeader = NULL;
s32 pad;
@ -70,7 +68,7 @@ void BgIkninside_Init(Actor* thisx, PlayState* play) {
}
void BgIkninside_Destroy(Actor* thisx, PlayState* play) {
BgIkninside* this = THIS;
BgIkninside* this = (BgIkninside*)thisx;
Collider_DestroyCylinder(play, &this->collider);
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
@ -142,7 +140,7 @@ void func_80C072D0(BgIkninside* this, PlayState* play) {
}
void BgIkninside_Update(Actor* thisx, PlayState* play) {
BgIkninside* this = THIS;
BgIkninside* this = (BgIkninside*)thisx;
this->actionFunc(this, play);
}

View File

@ -9,8 +9,6 @@
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((BgIknvDoukutu*)thisx)
void BgIknvDoukutu_Init(Actor* thisx, PlayState* play);
void BgIknvDoukutu_Destroy(Actor* thisx, PlayState* play);
void BgIknvDoukutu_Update(Actor* thisx, PlayState* play);
@ -40,7 +38,7 @@ ActorProfile Bg_Iknv_Doukutu_Profile = {
};
void BgIknvDoukutu_Init(Actor* thisx, PlayState* play) {
BgIknvDoukutu* this = THIS;
BgIknvDoukutu* this = (BgIknvDoukutu*)thisx;
CollisionHeader* colHeader = NULL;
s32 pad;
@ -96,7 +94,7 @@ void BgIknvDoukutu_Init(Actor* thisx, PlayState* play) {
}
void BgIknvDoukutu_Destroy(Actor* thisx, PlayState* play) {
BgIknvDoukutu* this = THIS;
BgIknvDoukutu* this = (BgIknvDoukutu*)thisx;
if ((BGIKNVDOUKUTU_GET_F(&this->dyna.actor) == BGIKNVDOUKUTU_F_1) ||
(BGIKNVDOUKUTU_GET_F(&this->dyna.actor) == BGIKNVDOUKUTU_F_2)) {
@ -156,13 +154,13 @@ void func_80BD73D0(BgIknvDoukutu* this, PlayState* play) {
}
void BgIknvDoukutu_Update(Actor* thisx, PlayState* play) {
BgIknvDoukutu* this = THIS;
BgIknvDoukutu* this = (BgIknvDoukutu*)thisx;
this->actionFunc(this, play);
}
void BgIknvDoukutu_Draw(Actor* thisx, PlayState* play) {
BgIknvDoukutu* this = THIS;
BgIknvDoukutu* this = (BgIknvDoukutu*)thisx;
OPEN_DISPS(play->state.gfxCtx);
@ -184,7 +182,7 @@ void BgIknvDoukutu_Draw(Actor* thisx, PlayState* play) {
}
void func_80BD7538(Actor* thisx, PlayState* play) {
BgIknvDoukutu* this = THIS;
BgIknvDoukutu* this = (BgIknvDoukutu*)thisx;
GraphicsContext* gfxCtx;
f32 sp54;
@ -218,7 +216,7 @@ void func_80BD7538(Actor* thisx, PlayState* play) {
}
void func_80BD7768(Actor* thisx, PlayState* play) {
BgIknvDoukutu* this = THIS;
BgIknvDoukutu* this = (BgIknvDoukutu*)thisx;
OPEN_DISPS(play->state.gfxCtx);
@ -235,7 +233,7 @@ void func_80BD7768(Actor* thisx, PlayState* play) {
}
void func_80BD7820(Actor* thisx, PlayState* play) {
BgIknvDoukutu* this = THIS;
BgIknvDoukutu* this = (BgIknvDoukutu*)thisx;
OPEN_DISPS(play->state.gfxCtx);
@ -251,7 +249,7 @@ void func_80BD7820(Actor* thisx, PlayState* play) {
}
void func_80BD78C4(Actor* thisx, PlayState* play) {
BgIknvDoukutu* this = THIS;
BgIknvDoukutu* this = (BgIknvDoukutu*)thisx;
f32 sp30 = this->unk_160;
s32 pad;

View File

@ -9,8 +9,6 @@
#define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgIknvObj*)thisx)
void BgIknvObj_Init(Actor* thisx, PlayState* play);
void BgIknvObj_Destroy(Actor* thisx, PlayState* play);
void BgIknvObj_Update(Actor* thisx, PlayState* play);
@ -55,7 +53,7 @@ static ColliderCylinderInit sCylinderInit = {
void BgIknvObj_Init(Actor* thisx, PlayState* play) {
s32 pad;
BgIknvObj* this = THIS;
BgIknvObj* this = (BgIknvObj*)thisx;
CollisionHeader* colHeader = NULL;
Actor_SetScale(&this->dyna.actor, 0.1f);
@ -97,7 +95,7 @@ void BgIknvObj_Init(Actor* thisx, PlayState* play) {
}
void BgIknvObj_Destroy(Actor* thisx, PlayState* play) {
BgIknvObj* this = THIS;
BgIknvObj* this = (BgIknvObj*)thisx;
if (IKNV_OBJ_TYPE(this) != IKNV_OBJ_RAISED_DOOR) {
if (IKNV_OBJ_TYPE(this) == IKNV_OBJ_SAKON_DOOR) {
@ -206,13 +204,13 @@ void BgIknvObj_DoNothing(BgIknvObj* this, PlayState* play) {
}
void BgIknvObj_Update(Actor* thisx, PlayState* play) {
BgIknvObj* this = THIS;
BgIknvObj* this = (BgIknvObj*)thisx;
this->actionFunc(this, play);
}
void BgIknvObj_Draw(Actor* thisx, PlayState* play) {
BgIknvObj* this = THIS;
BgIknvObj* this = (BgIknvObj*)thisx;
OPEN_DISPS(play->state.gfxCtx);

View File

@ -9,8 +9,6 @@
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((BgIngate*)thisx)
void BgIngate_Init(Actor* thisx, PlayState* play2);
void BgIngate_Destroy(Actor* thisx, PlayState* play);
void BgIngate_Update(Actor* thisx, PlayState* play);
@ -319,7 +317,7 @@ void func_809543D4(BgIngate* this, PlayState* play) {
void BgIngate_Init(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
BgIngate* this = THIS;
BgIngate* this = (BgIngate*)thisx;
s32 phi_a2;
Vec3s* sp38;
Vec3f sp2C;
@ -372,7 +370,7 @@ void BgIngate_Init(Actor* thisx, PlayState* play2) {
}
void BgIngate_Destroy(Actor* thisx, PlayState* play) {
BgIngate* this = THIS;
BgIngate* this = (BgIngate*)thisx;
if (this->unk160 & 8) {
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
@ -380,7 +378,7 @@ void BgIngate_Destroy(Actor* thisx, PlayState* play) {
}
void BgIngate_Update(Actor* thisx, PlayState* play) {
BgIngate* this = THIS;
BgIngate* this = (BgIngate*)thisx;
this->actionFunc(this, play);
}

View File

@ -9,8 +9,6 @@
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((BgInibsMovebg*)thisx)
void BgInibsMovebg_Init(Actor* thisx, PlayState* play);
void BgInibsMovebg_Destroy(Actor* thisx, PlayState* play);
void BgInibsMovebg_Draw(Actor* thisx, PlayState* play);
@ -36,7 +34,7 @@ static InitChainEntry sInitChain[] = {
};
void BgInibsMovebg_Init(Actor* thisx, PlayState* play) {
BgInibsMovebg* this = THIS;
BgInibsMovebg* this = (BgInibsMovebg*)thisx;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
@ -47,13 +45,13 @@ void BgInibsMovebg_Init(Actor* thisx, PlayState* play) {
}
void BgInibsMovebg_Destroy(Actor* thisx, PlayState* play) {
BgInibsMovebg* this = THIS;
BgInibsMovebg* this = (BgInibsMovebg*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
}
void BgInibsMovebg_Draw(Actor* thisx, PlayState* play) {
BgInibsMovebg* this = THIS;
BgInibsMovebg* this = (BgInibsMovebg*)thisx;
AnimatedMaterial* sandTexAnim;
Gfx* opaDList;
Gfx* xluDList;

View File

@ -9,8 +9,6 @@
#define FLAGS 0x00000000
#define THIS ((BgKeikokuSaku*)thisx)
void BgKeikokuSaku_Init(Actor* thisx, PlayState* play);
void BgKeikokuSaku_Destroy(Actor* thisx, PlayState* play);
void BgKeikokuSaku_Update(Actor* thisx, PlayState* play);
@ -34,7 +32,7 @@ ActorProfile Bg_Keikoku_Saku_Profile = {
void BgKeikokuSaku_Init(Actor* thisx, PlayState* play) {
s32 pad;
BgKeikokuSaku* this = THIS;
BgKeikokuSaku* this = (BgKeikokuSaku*)thisx;
CollisionHeader* colHeader = NULL;
DynaPolyActor_Init(&this->dyna, 0);
@ -49,7 +47,7 @@ void BgKeikokuSaku_Init(Actor* thisx, PlayState* play) {
}
void BgKeikokuSaku_Destroy(Actor* thisx, PlayState* play) {
BgKeikokuSaku* this = THIS;
BgKeikokuSaku* this = (BgKeikokuSaku*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
}
@ -77,7 +75,7 @@ void func_80A53994(BgKeikokuSaku* this, PlayState* play) {
}
void BgKeikokuSaku_Update(Actor* thisx, PlayState* play) {
BgKeikokuSaku* this = THIS;
BgKeikokuSaku* this = (BgKeikokuSaku*)thisx;
if (this->timer) {
this->timer--;

View File

@ -9,8 +9,6 @@
#define FLAGS 0x00000000
#define THIS ((BgKeikokuSpr*)thisx)
void BgKeikokuSpr_Init(Actor* thisx, PlayState* play);
void BgKeikokuSpr_Destroy(Actor* thisx, PlayState* play);
void BgKeikokuSpr_Update(Actor* thisx, PlayState* play);
@ -36,7 +34,7 @@ static InitChainEntry sInitChain[] = {
};
void BgKeikokuSpr_Init(Actor* thisx, PlayState* play) {
BgKeikokuSpr* this = THIS;
BgKeikokuSpr* this = (BgKeikokuSpr*)thisx;
Actor_ProcessInitChain(&this->actor, sInitChain);
}

View File

@ -8,8 +8,6 @@
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_UCODE_POINT_LIGHT_ENABLED)
#define THIS ((BgKin2Bombwall*)thisx)
void BgKin2Bombwall_Init(Actor* thisx, PlayState* play);
void BgKin2Bombwall_Destroy(Actor* thisx, PlayState* play);
void BgKin2Bombwall_Update(Actor* thisx, PlayState* play);
@ -138,7 +136,7 @@ static InitChainEntry sInitChain[] = {
};
void BgKin2Bombwall_Init(Actor* thisx, PlayState* play) {
BgKin2Bombwall* this = THIS;
BgKin2Bombwall* this = (BgKin2Bombwall*)thisx;
ColliderCylinder* bombwallCollider;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
@ -158,7 +156,7 @@ void BgKin2Bombwall_Init(Actor* thisx, PlayState* play) {
}
void BgKin2Bombwall_Destroy(Actor* thisx, PlayState* play) {
BgKin2Bombwall* this = THIS;
BgKin2Bombwall* this = (BgKin2Bombwall*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
Collider_DestroyCylinder(play, &this->collider);
@ -211,13 +209,13 @@ void BgKin2Bombwall_EndCutscene(BgKin2Bombwall* this, PlayState* play) {
}
void BgKin2Bombwall_Update(Actor* thisx, PlayState* play) {
BgKin2Bombwall* this = THIS;
BgKin2Bombwall* this = (BgKin2Bombwall*)thisx;
this->actionFunc(this, play);
}
void BgKin2Bombwall_Draw(Actor* thisx, PlayState* play) {
BgKin2Bombwall* this = THIS;
BgKin2Bombwall* this = (BgKin2Bombwall*)thisx;
Gfx_DrawDListOpa(play, gOceanSpiderHouseBombableWallDL);
Gfx_DrawDListXlu(play, gOceanSpiderHouseBombableWallCrackDL);

View File

@ -9,8 +9,6 @@
#define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgKin2Fence*)thisx)
void BgKin2Fence_Init(Actor* thisx, PlayState* play);
void BgKin2Fence_Destroy(Actor* thisx, PlayState* play);
void BgKin2Fence_Update(Actor* thisx, PlayState* play);
@ -141,7 +139,7 @@ static InitChainEntry sInitChain[] = {
};
void BgKin2Fence_Init(Actor* thisx, PlayState* play) {
BgKin2Fence* this = THIS;
BgKin2Fence* this = (BgKin2Fence*)thisx;
s32 i = 0;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
@ -165,7 +163,7 @@ void BgKin2Fence_Init(Actor* thisx, PlayState* play) {
}
void BgKin2Fence_Destroy(Actor* thisx, PlayState* play) {
BgKin2Fence* this = THIS;
BgKin2Fence* this = (BgKin2Fence*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
Collider_DestroyJntSph(play, &this->collider);
@ -253,7 +251,7 @@ void BgKin2Fence_DoNothing(BgKin2Fence* this, PlayState* play) {
}
void BgKin2Fence_Update(Actor* thisx, PlayState* play) {
BgKin2Fence* this = THIS;
BgKin2Fence* this = (BgKin2Fence*)thisx;
this->actionFunc(this, play);
}

View File

@ -9,8 +9,6 @@
#define FLAGS 0x00000000
#define THIS ((BgKin2Picture*)thisx)
void BgKin2Picture_Init(Actor* thisx, PlayState* play);
void BgKin2Picture_Destroy(Actor* thisx, PlayState* play);
void BgKin2Picture_Update(Actor* thisx, PlayState* play);
@ -152,7 +150,7 @@ void BgKin2Picture_SpawnDust(BgKin2Picture* this, PlayState* play) {
void BgKin2Picture_Init(Actor* thisx, PlayState* play) {
s32 pad;
BgKin2Picture* this = THIS;
BgKin2Picture* this = (BgKin2Picture*)thisx;
s32 skulltulaParams;
Vec3f vertices[3];
s32 i;
@ -188,7 +186,7 @@ void BgKin2Picture_Init(Actor* thisx, PlayState* play) {
}
void BgKin2Picture_Destroy(Actor* thisx, PlayState* play) {
BgKin2Picture* this = THIS;
BgKin2Picture* this = (BgKin2Picture*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
Collider_DestroyTris(play, &this->colliderTris);
@ -333,13 +331,13 @@ void BgKin2Picture_DoNothing(BgKin2Picture* this, PlayState* play) {
}
void BgKin2Picture_Update(Actor* thisx, PlayState* play) {
BgKin2Picture* this = THIS;
BgKin2Picture* this = (BgKin2Picture*)thisx;
this->actionFunc(this, play);
}
void BgKin2Picture_Draw(Actor* thisx, PlayState* play) {
BgKin2Picture* this = THIS;
BgKin2Picture* this = (BgKin2Picture*)thisx;
Gfx_DrawDListOpa(play, gOceanSpiderHouseSkullkidPaintingDL);
}

View File

@ -9,8 +9,6 @@
#define FLAGS 0x00000000
#define THIS ((BgKin2Shelf*)thisx)
void BgKin2Shelf_Init(Actor* thisx, PlayState* play);
void BgKin2Shelf_Destroy(Actor* thisx, PlayState* play);
void BgKin2Shelf_Update(Actor* thisx, PlayState* play);
@ -191,7 +189,7 @@ bool func_80B6FF28(BgKin2Shelf* this, PlayState* play) {
void BgKin2Shelf_Init(Actor* thisx, PlayState* play) {
s32 pad;
BgKin2Shelf* this = THIS;
BgKin2Shelf* this = (BgKin2Shelf*)thisx;
s32 sp24 = BGKIN2SHELF_GET_1(&this->dyna.actor);
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
@ -213,7 +211,7 @@ void BgKin2Shelf_Init(Actor* thisx, PlayState* play) {
}
void BgKin2Shelf_Destroy(Actor* thisx, PlayState* play) {
BgKin2Shelf* this = THIS;
BgKin2Shelf* this = (BgKin2Shelf*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
}
@ -368,7 +366,7 @@ void func_80B704B4(BgKin2Shelf* this, PlayState* play) {
}
void BgKin2Shelf_Update(Actor* thisx, PlayState* play) {
BgKin2Shelf* this = THIS;
BgKin2Shelf* this = (BgKin2Shelf*)thisx;
this->actionFunc(this, play);
}

View File

@ -9,8 +9,6 @@
#define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgLadder*)thisx)
void BgLadder_Init(Actor* thisx, PlayState* play);
void BgLadder_Destroy(Actor* thisx, PlayState* play);
void BgLadder_Update(Actor* thisx, PlayState* play);
@ -44,7 +42,7 @@ static Gfx* sLadderDLists[] = {
};
void BgLadder_Init(Actor* thisx, PlayState* play) {
BgLadder* this = THIS;
BgLadder* this = (BgLadder*)thisx;
BgLadderSize size;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
@ -82,7 +80,7 @@ void BgLadder_Init(Actor* thisx, PlayState* play) {
}
void BgLadder_Destroy(Actor* thisx, PlayState* play) {
BgLadder* this = THIS;
BgLadder* this = (BgLadder*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
}
@ -123,13 +121,13 @@ void BgLadder_DoNothing(BgLadder* this, PlayState* play) {
}
void BgLadder_Update(Actor* thisx, PlayState* play) {
BgLadder* this = THIS;
BgLadder* this = (BgLadder*)thisx;
this->action(this, play);
}
void BgLadder_Draw(Actor* thisx, PlayState* play) {
BgLadder* this = THIS;
BgLadder* this = (BgLadder*)thisx;
s32 pad;
Gfx* gfx;

View File

@ -8,8 +8,6 @@
#define FLAGS 0x00000000
#define THIS ((BgLastBwall*)thisx)
typedef struct {
/* 0x0 */ Vec3s* posOffsets;
/* 0x4 */ s16* indices;
@ -145,7 +143,7 @@ void BgLastBwall_InitCollider(ColliderTrisInit* init, Vec3f* pos, Vec3s* rot, Co
void BgLastBwall_Init(Actor* thisx, PlayState* play) {
s32 pad;
BgLastBwall* this = THIS;
BgLastBwall* this = (BgLastBwall*)thisx;
Actor_ProcessInitChain(&this->dyna.actor, D_80C18AC8);
this->type = BGLASTBWALL_GET_TYPE(&this->dyna.actor);
@ -169,7 +167,7 @@ void BgLastBwall_Init(Actor* thisx, PlayState* play) {
}
void BgLastBwall_Destroy(Actor* thisx, PlayState* play) {
BgLastBwall* this = THIS;
BgLastBwall* this = (BgLastBwall*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
}
@ -257,14 +255,14 @@ void BgLastBwall_DoNothing(BgLastBwall* this, PlayState* play) {
}
void BgLastBwall_Update(Actor* thisx, PlayState* play) {
BgLastBwall* this = THIS;
BgLastBwall* this = (BgLastBwall*)thisx;
this->actionFunc(this, play);
}
void BgLastBwall_Draw(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
BgLastBwall* this = THIS;
BgLastBwall* this = (BgLastBwall*)thisx;
Gfx_DrawDListOpa(play, D_80C18A48[this->type].dList);
}

View File

@ -9,8 +9,6 @@
#define FLAGS 0x00000000
#define THIS ((BgLbfshot*)thisx)
void BgLbfshot_Init(Actor* thisx, PlayState* play);
void BgLbfshot_Destroy(Actor* thisx, PlayState* play);
void BgLbfshot_Draw(Actor* thisx, PlayState* play);
@ -32,7 +30,7 @@ static InitChainEntry sInitChain[] = {
};
void BgLbfshot_Init(Actor* thisx, PlayState* play) {
BgLbfshot* this = THIS;
BgLbfshot* this = (BgLbfshot*)thisx;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
this->dyna.actor.uncullZoneForward = 4000.0f;
@ -40,7 +38,7 @@ void BgLbfshot_Init(Actor* thisx, PlayState* play) {
DynaPolyActor_LoadMesh(play, &this->dyna, &object_lbfshot_Colheader_0014D8);
}
void BgLbfshot_Destroy(Actor* thisx, PlayState* play) {
BgLbfshot* this = THIS;
BgLbfshot* this = (BgLbfshot*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
}

View File

@ -3,8 +3,6 @@
#define FLAGS 0x00000000
#define THIS ((BgLotus*)thisx)
void BgLotus_Init(Actor* thisx, PlayState* play);
void BgLotus_Destroy(Actor* thisx, PlayState* play);
void BgLotus_Update(Actor* thisx, PlayState* play);
@ -31,7 +29,7 @@ static InitChainEntry sInitChain[] = {
};
void BgLotus_Init(Actor* thisx, PlayState* play) {
BgLotus* this = THIS;
BgLotus* this = (BgLotus*)thisx;
s32 pad;
s32 bgId;
@ -46,7 +44,7 @@ void BgLotus_Init(Actor* thisx, PlayState* play) {
}
void BgLotus_Destroy(Actor* thisx, PlayState* play) {
BgLotus* this = THIS;
BgLotus* this = (BgLotus*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
}
@ -146,7 +144,7 @@ void func_80AD6B68(BgLotus* this, PlayState* play) {
}
void BgLotus_Update(Actor* thisx, PlayState* play) {
BgLotus* this = THIS;
BgLotus* this = (BgLotus*)thisx;
s32 pad;
WaterBox* waterBox;
@ -156,7 +154,7 @@ void BgLotus_Update(Actor* thisx, PlayState* play) {
}
void BgLotus_Draw(Actor* thisx, PlayState* play) {
BgLotus* this = THIS;
BgLotus* this = (BgLotus*)thisx;
Gfx_DrawDListOpa(play, gLilyPadDL);
}

View File

@ -9,8 +9,6 @@
#define FLAGS (ACTOR_FLAG_20 | ACTOR_FLAG_UCODE_POINT_LIGHT_ENABLED)
#define THIS ((BgMarketStep*)thisx)
void BgMarketStep_Init(Actor* thisx, PlayState* play);
void BgMarketStep_Draw(Actor* thisx, PlayState* play);
@ -44,7 +42,7 @@ Gfx* sBankAdvertisementsAndDoorDLs[] = {
};
void BgMarketStep_Init(Actor* thisx, PlayState* play) {
BgMarketStep* this = THIS;
BgMarketStep* this = (BgMarketStep*)thisx;
Actor_ProcessInitChain(&this->actor, sInitChain);
}

View File

@ -9,8 +9,6 @@
#define FLAGS 0x00000000
#define THIS ((BgMbarChair*)thisx)
void BgMbarChair_Init(Actor* thisx, PlayState* play);
void BgMbarChair_Destroy(Actor* thisx, PlayState* play);
void BgMbarChair_Update(Actor* thisx, PlayState* play);
@ -36,7 +34,7 @@ static InitChainEntry sInitChain[] = {
};
void BgMbarChair_Init(Actor* thisx, PlayState* play) {
BgMbarChair* this = THIS;
BgMbarChair* this = (BgMbarChair*)thisx;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, 0);
@ -44,7 +42,7 @@ void BgMbarChair_Init(Actor* thisx, PlayState* play) {
}
void BgMbarChair_Destroy(Actor* thisx, PlayState* play) {
BgMbarChair* this = THIS;
BgMbarChair* this = (BgMbarChair*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
}

View File

@ -10,8 +10,6 @@
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_HOOKSHOT_PULLS_PLAYER)
#define THIS ((BgNumaHana*)thisx)
void BgNumaHana_Init(Actor* thisx, PlayState* play);
void BgNumaHana_Destroy(Actor* thisx, PlayState* play);
void BgNumaHana_Update(Actor* thisx, PlayState* play);
@ -140,7 +138,7 @@ void BgNumaHana_Init(Actor* thisx, PlayState* play) {
s32 pad;
DynaPolyActor* child;
s32 type;
BgNumaHana* this = THIS;
BgNumaHana* this = (BgNumaHana*)thisx;
type = BG_NUMA_HANA_GET_TYPE(&this->dyna.actor);
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
@ -190,7 +188,7 @@ void BgNumaHana_Init(Actor* thisx, PlayState* play) {
}
void BgNumaHana_Destroy(Actor* thisx, PlayState* play) {
BgNumaHana* this = THIS;
BgNumaHana* this = (BgNumaHana*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
if (BG_NUMA_HANA_GET_TYPE(&this->dyna.actor) == BG_NUMA_HANA_TYPE_NORMAL) {
@ -351,7 +349,7 @@ void BgNumaHana_OpenedIdle(BgNumaHana* this, PlayState* play) {
void BgNumaHana_Update(Actor* thisx, PlayState* play) {
s32 pad;
BgNumaHana* this = THIS;
BgNumaHana* this = (BgNumaHana*)thisx;
s32 type = BG_NUMA_HANA_GET_TYPE(&this->dyna.actor);
Vec3f firePos;
@ -375,7 +373,7 @@ void BgNumaHana_Update(Actor* thisx, PlayState* play) {
void BgNumaHana_Draw(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
BgNumaHana* this = THIS;
BgNumaHana* this = (BgNumaHana*)thisx;
WoodenFlowerPetalPosRot* innerPetalPosRot;
WoodenFlowerPetalPosRot* outerPetalPosRot;
s32 objectSlot;

View File

@ -11,8 +11,6 @@
#define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgOpenShutter*)thisx)
void BgOpenShutter_Init(Actor* thisx, PlayState* play);
void BgOpenShutter_Destroy(Actor* thisx, PlayState* play);
void BgOpenShutter_Update(Actor* thisx, PlayState* play2);
@ -89,7 +87,7 @@ s8 func_80ACABA8(BgOpenShutter* this, PlayState* play) {
}
void BgOpenShutter_Init(Actor* thisx, PlayState* play) {
BgOpenShutter* this = THIS;
BgOpenShutter* this = (BgOpenShutter*)thisx;
Actor_ProcessInitChain(&this->slidingDoor.dyna.actor, sInitChain);
DynaPolyActor_Init(&this->slidingDoor.dyna, DYNA_TRANSFORM_POS);
@ -98,7 +96,7 @@ void BgOpenShutter_Init(Actor* thisx, PlayState* play) {
}
void BgOpenShutter_Destroy(Actor* thisx, PlayState* play) {
BgOpenShutter* this = THIS;
BgOpenShutter* this = (BgOpenShutter*)thisx;
s32 transition = DOOR_GET_TRANSITION_ID(thisx);
play->transitionActors.list[transition].id = -play->transitionActors.list[transition].id;
@ -167,7 +165,7 @@ void func_80ACAEF0(BgOpenShutter* this, PlayState* play) {
}
void BgOpenShutter_Update(Actor* thisx, PlayState* play2) {
BgOpenShutter* this = THIS;
BgOpenShutter* this = (BgOpenShutter*)thisx;
PlayState* play = play2;
s32 cueChannel;

View File

@ -9,8 +9,6 @@
#define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgOpenSpot*)thisx)
void BgOpenSpot_Init(Actor* thisx, PlayState* play);
void BgOpenSpot_Destroy(Actor* thisx, PlayState* play);
void BgOpenSpot_Update(Actor* thisx, PlayState* play);
@ -36,7 +34,7 @@ static InitChainEntry sInitChain[] = {
};
void BgOpenSpot_Init(Actor* thisx, PlayState* play) {
BgOpenSpot* this = THIS;
BgOpenSpot* this = (BgOpenSpot*)thisx;
Actor_ProcessInitChain(&this->actor, sInitChain);
this->texScrolls = Lib_SegmentedToVirtual(gSpotlightTexAnim);
@ -46,7 +44,7 @@ void BgOpenSpot_Destroy(Actor* thisx, PlayState* play) {
}
void BgOpenSpot_Update(Actor* thisx, PlayState* play) {
BgOpenSpot* this = THIS;
BgOpenSpot* this = (BgOpenSpot*)thisx;
u32 cueId;
if (Cutscene_IsCueInChannel(play, CS_CMD_ACTOR_CUE_125)) {

View File

@ -17,8 +17,6 @@
#define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgSinkaiKabe*)thisx)
void BgSinkaiKabe_Init(Actor* thisx, PlayState* play);
void BgSinkaiKabe_Destroy(Actor* thisx, PlayState* play);
void BgSinkaiKabe_Update(Actor* thisx, PlayState* play);
@ -40,7 +38,7 @@ ActorProfile Bg_Sinkai_Kabe_Profile = {
static s32 sCurrentPythonIndex = 0;
void BgSinkaiKabe_Init(Actor* thisx, PlayState* play) {
BgSinkaiKabe* this = THIS;
BgSinkaiKabe* this = (BgSinkaiKabe*)thisx;
s32 pad;
CollisionHeader* colHeader = NULL;
Vec3f pos;
@ -111,7 +109,7 @@ void BgSinkaiKabe_Init(Actor* thisx, PlayState* play) {
}
void BgSinkaiKabe_Destroy(Actor* thisx, PlayState* play) {
BgSinkaiKabe* this = THIS;
BgSinkaiKabe* this = (BgSinkaiKabe*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
}
@ -146,7 +144,7 @@ void BgSinkaiKabe_WaitForPlayer(BgSinkaiKabe* this, PlayState* play) {
}
void BgSinkaiKabe_Update(Actor* thisx, PlayState* play) {
BgSinkaiKabe* this = THIS;
BgSinkaiKabe* this = (BgSinkaiKabe*)thisx;
this->actionFunc(this, play);
}

View File

@ -9,8 +9,6 @@
#define FLAGS 0x00000000
#define THIS ((BgSpdweb*)thisx)
void BgSpdweb_Init(Actor* thisx, PlayState* play);
void BgSpdweb_Destroy(Actor* thisx, PlayState* play);
void BgSpdweb_Update(Actor* thisx, PlayState* play);
@ -144,7 +142,7 @@ static InitChainEntry sInitChain[] = {
};
void BgSpdweb_Init(Actor* thisx, PlayState* play) {
BgSpdweb* this = THIS;
BgSpdweb* this = (BgSpdweb*)thisx;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
this->unk_161 = 0;
@ -175,7 +173,7 @@ void BgSpdweb_Init(Actor* thisx, PlayState* play) {
}
void BgSpdweb_Destroy(Actor* thisx, PlayState* play) {
BgSpdweb* this = THIS;
BgSpdweb* this = (BgSpdweb*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
Collider_DestroyTris(play, &this->collider);
@ -485,7 +483,7 @@ void func_809CEEAC(BgSpdweb* this, PlayState* play) {
}
void BgSpdweb_Update(Actor* thisx, PlayState* play) {
BgSpdweb* this = THIS;
BgSpdweb* this = (BgSpdweb*)thisx;
this->actionFunc(this, play);
}

View File

@ -9,8 +9,6 @@
#define FLAGS 0x00000000
#define THIS ((BgSpoutFire*)thisx)
void BgSpoutFire_Init(Actor* thisx, PlayState* play);
void BgSpoutFire_Destroy(Actor* thisx, PlayState* play);
void BgSpoutFire_Update(Actor* thisx, PlayState* play);
@ -65,7 +63,7 @@ static s32 sTexturesDesegmented = false;
void BgSpoutFire_Init(Actor* thisx, PlayState* play) {
s32 i;
BgSpoutFire* this = THIS;
BgSpoutFire* this = (BgSpoutFire*)thisx;
this->actor.scale.z = 1350.0f * 0.0001f;
this->actor.scale.x = 1350.0f * 0.0001f;
@ -85,7 +83,7 @@ void BgSpoutFire_Init(Actor* thisx, PlayState* play) {
}
void BgSpoutFire_Destroy(Actor* thisx, PlayState* play) {
BgSpoutFire* this = THIS;
BgSpoutFire* this = (BgSpoutFire*)thisx;
Collider_DestroyCylinder(play, &this->collider);
}
@ -168,7 +166,7 @@ void func_80A60E08(BgSpoutFire* this, PlayState* play) {
void BgSpoutFire_Update(Actor* thisx, PlayState* play) {
s32 pad;
BgSpoutFire* this = THIS;
BgSpoutFire* this = (BgSpoutFire*)thisx;
this->flameTexIndex = (this->flameTexIndex + 1) % 8;
if ((this->collider.base.atFlags & AT_HIT)) {
@ -185,7 +183,7 @@ void BgSpoutFire_Update(Actor* thisx, PlayState* play) {
}
void BgSpoutFire_Draw(Actor* thisx, PlayState* play) {
BgSpoutFire* this = THIS;
BgSpoutFire* this = (BgSpoutFire*)thisx;
Gfx* gfx;
OPEN_DISPS(play->state.gfxCtx);

View File

@ -9,8 +9,6 @@
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((BgTobira01*)thisx)
void BgTobira01_Init(Actor* thisx, PlayState* play);
void BgTobira01_Destroy(Actor* thisx, PlayState* play);
void BgTobira01_Update(Actor* thisx, PlayState* play);
@ -72,7 +70,7 @@ void BgTobira01_Action(BgTobira01* this, PlayState* play) {
}
void BgTobira01_Init(Actor* thisx, PlayState* play) {
BgTobira01* this = THIS;
BgTobira01* this = (BgTobira01*)thisx;
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
DynaPolyActor_LoadMesh(play, &this->dyna, &gGoronDoorCol);
@ -84,13 +82,13 @@ void BgTobira01_Init(Actor* thisx, PlayState* play) {
}
void BgTobira01_Destroy(Actor* thisx, PlayState* play) {
BgTobira01* this = THIS;
BgTobira01* this = (BgTobira01*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
}
void BgTobira01_Update(Actor* thisx, PlayState* play) {
BgTobira01* this = THIS;
BgTobira01* this = (BgTobira01*)thisx;
this->actionFunc(this, play);
}

View File

@ -9,8 +9,6 @@
#define FLAGS 0x00000000
#define THIS ((BgUmajump*)thisx)
void BgUmajump_Init(Actor* thisx, PlayState* play);
void BgUmajump_Destroy(Actor* thisx, PlayState* play);
void BgUmajump_Update(Actor* thisx, PlayState* play);
@ -79,7 +77,7 @@ void BgUmajump_CheckDistance(BgUmajump* this, PlayState* play) {
}
void BgUmajump_Init(Actor* thisx, PlayState* play) {
BgUmajump* this = THIS;
BgUmajump* this = (BgUmajump*)thisx;
Actor_ProcessInitChain(thisx, sInitChain);
@ -118,13 +116,13 @@ void BgUmajump_Init(Actor* thisx, PlayState* play) {
}
void BgUmajump_Destroy(Actor* thisx, PlayState* play) {
BgUmajump* this = THIS;
BgUmajump* this = (BgUmajump*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
}
void BgUmajump_Update(Actor* thisx, PlayState* play) {
BgUmajump* this = THIS;
BgUmajump* this = (BgUmajump*)thisx;
if (Object_IsLoaded(&play->objectCtx, this->objectSlot)) {
this->dyna.actor.objectSlot = this->objectSlot;
@ -175,7 +173,7 @@ void BgUmajump_Update(Actor* thisx, PlayState* play) {
}
void func_8091A5A0(Actor* thisx, PlayState* play) {
BgUmajump* this = THIS;
BgUmajump* this = (BgUmajump*)thisx;
if (this->actionFunc != NULL) {
this->actionFunc(this, play);
@ -209,7 +207,7 @@ void func_8091A5A0(Actor* thisx, PlayState* play) {
}
void BgUmajump_Draw(Actor* thisx, PlayState* play) {
BgUmajump* this = THIS;
BgUmajump* this = (BgUmajump*)thisx;
if (this->dyna.bgId != BGACTOR_NEG_ONE) {
Gfx_DrawDListOpa(play, gHorseJumpFenceDL);

View File

@ -37,8 +37,6 @@
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((Boss01*)thisx)
#define ODOLWA_EFFECT_COUNT 100
// This actor has an array of timers in its instance, but it only ever uses the first entry.
@ -867,7 +865,7 @@ void Boss01_SpawnDustAtFeet(Boss01* this, PlayState* play, u8 dustSpawnFrameMask
}
void Boss01_Init(Actor* thisx, PlayState* play) {
Boss01* this = THIS;
Boss01* this = (Boss01*)thisx;
s32 pad;
s16 i;
@ -2338,7 +2336,7 @@ s32 Boss01_ArePlayerAndActorFacing(Boss01* this, PlayState* play) {
}
void Boss01_Update(Actor* thisx, PlayState* play2) {
Boss01* this = THIS;
Boss01* this = (Boss01*)thisx;
PlayState* play = play2;
s32 i;
Player* player = GET_PLAYER(play);
@ -2642,7 +2640,7 @@ void Boss01_DrawSwordTrail(Boss01* this, PlayState* play) {
}
s32 Boss01_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) {
Boss01* this = THIS;
Boss01* this = (Boss01*)thisx;
if (limbIndex == ODOLWA_LIMB_HEAD) {
// The rot variable here is in model space, whereas the headRot variables are in world space.
@ -2801,7 +2799,7 @@ static s8 sLimbToBodyParts[] = {
};
void Boss01_PostLimbDraw(PlayState* play2, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
Boss01* this = THIS;
Boss01* this = (Boss01*)thisx;
PlayState* play = play2;
s8 bodyPartIndex;
Vec3f pos;
@ -2881,7 +2879,7 @@ void Boss01_PostLimbDraw(PlayState* play2, s32 limbIndex, Gfx** dList, Vec3s* ro
void Boss01_Draw(Actor* thisx, PlayState* play) {
static Vec3f sDefaultPelvisColliderOffset = { 10000.0f, 10000.0f, 10000.0f };
Boss01* this = THIS;
Boss01* this = (Boss01*)thisx;
s32 pad;
u8* tex = GRAPH_ALLOC(play->state.gfxCtx, ODOLWA_SHADOW_TEX_SIZE);
@ -2922,7 +2920,7 @@ void Boss01_Draw(Actor* thisx, PlayState* play) {
}
void Boss01_Afterimage_Draw(Actor* thisx, PlayState* play) {
Boss01* this = THIS;
Boss01* this = (Boss01*)thisx;
s32 pad;
Boss01* parent = (Boss01*)this->actor.parent;
@ -3304,7 +3302,7 @@ void Boss01_Bug_UpdateDamage(Boss01* this, PlayState* play) {
}
void Boss01_Bug_Update(Actor* thisx, PlayState* play) {
Boss01* this = THIS;
Boss01* this = (Boss01*)thisx;
s32 pad;
s32 i;
@ -3360,7 +3358,7 @@ s32 Boss01_Bug_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec
}
void Boss01_Bug_Draw(Actor* thisx, PlayState* play) {
Boss01* this = THIS;
Boss01* this = (Boss01*)thisx;
s32 pad;
OPEN_DISPS(play->state.gfxCtx);

View File

@ -15,8 +15,6 @@
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((Boss02*)thisx)
void Boss02_Init(Actor* thisx, PlayState* play);
void Boss02_Destroy(Actor* thisx, PlayState* play);
void Boss02_Twinmold_Update(Actor* thisx, PlayState* play);
@ -582,7 +580,7 @@ void func_809DA50C(s32 arg0, ColliderJntSph* collider, Vec3f* arg2) {
}
void Boss02_Init(Actor* thisx, PlayState* play) {
Boss02* this = THIS;
Boss02* this = (Boss02*)thisx;
s32 i;
s32 pad[2];
@ -1173,7 +1171,7 @@ void func_809DBFB4(Boss02* this, PlayState* play) {
}
void Boss02_Tail_Update(Actor* thisx, PlayState* play) {
Boss02* this = THIS;
Boss02* this = (Boss02*)thisx;
s32 pad;
Vec3f pos;
CollisionPoly* outPoly;
@ -1198,7 +1196,7 @@ void Boss02_Tail_Update(Actor* thisx, PlayState* play) {
void Boss02_Twinmold_Update(Actor* thisx, PlayState* play) {
Vec3f sp3C;
Boss02* this = THIS;
Boss02* this = (Boss02*)thisx;
s32 pad;
s16 i;
@ -1315,7 +1313,7 @@ void Boss02_Twinmold_Update(Actor* thisx, PlayState* play) {
}
void Boss02_BattleHandler_Update(Actor* thisx, PlayState* play) {
Boss02* this = THIS;
Boss02* this = (Boss02*)thisx;
this->giantModeScaleFactor = sGiantModeScaleFactor;
play->envCtx.sandstormState = SANDSTORM_D;
@ -1370,7 +1368,7 @@ Vec3f D_809DFAF4 = { -10000.0f, -100000.0f, -100000.0f };
void Boss02_Twinmold_Draw(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
Boss02* this = THIS;
Boss02* this = (Boss02*)thisx;
s32 i;
s32 idx;
Mtx* mtxHead = GRAPH_ALLOC(play->state.gfxCtx, 23 * sizeof(Mtx));

View File

@ -59,8 +59,6 @@
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((Boss03*)thisx)
#define WORK_TIMER_UNK0_A 0 // used in func_809E34B8
#define WORK_TIMER_CURRENT_ACTION 0
#define WORK_TIMER_UNK0_C 0 // used in DeathCutscene
@ -446,7 +444,7 @@ void Boss03_SpawnDust(Boss03* this, PlayState* play) {
}
void Boss03_Init(Actor* thisx, PlayState* play2) {
Boss03* this = THIS;
Boss03* this = (Boss03*)thisx;
s32 i;
PlayState* play = play2;
Vec3f sp70;
@ -532,7 +530,7 @@ void Boss03_Init(Actor* thisx, PlayState* play2) {
}
void Boss03_Destroy(Actor* thisx, PlayState* play) {
Boss03* this = THIS;
Boss03* this = (Boss03*)thisx;
}
/* Start of ActionFuncs section */
@ -1947,7 +1945,7 @@ void Boss03_UpdateCollision(Boss03* this, PlayState* play) {
void Boss03_Update(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
Boss03* this = THIS;
Boss03* this = (Boss03*)thisx;
Actor* dblueActor;
Player* player = GET_PLAYER(play);
s32 i;
@ -2168,7 +2166,7 @@ void Boss03_SetObject(PlayState* play, s16 objectId) {
}
s32 Boss03_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) {
Boss03* this = THIS;
Boss03* this = (Boss03*)thisx;
if ((limbIndex == GYORG_LIMB_UPPER_TRUNK) || (limbIndex == GYORG_LIMB_LOWER_TRUNK) ||
(limbIndex == GYORG_LIMB_TAIL)) {
@ -2245,7 +2243,7 @@ Vec3f D_809E91A8 = { 100000.0f, 100000.0f, 100000.0f };
Vec3f D_809E91B4 = { 300.0f, -100.0f, -200.0f };
void Boss03_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
Boss03* this = THIS;
Boss03* this = (Boss03*)thisx;
s32 pad;
s8 sphereElementIndex;
Vec3f spherePos;
@ -2281,7 +2279,7 @@ void Boss03_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot
}
void Boss03_Draw(Actor* thisx, PlayState* play) {
Boss03* this = THIS;
Boss03* this = (Boss03*)thisx;
OPEN_DISPS(play->state.gfxCtx);
@ -2518,7 +2516,7 @@ void Boss03_DrawEffects(PlayState* play) {
#define SEAWEED_FLAG_INTERACT_GYORG 2
void Boss03_SeaweedUpdate(Actor* thisx, PlayState* play) {
Boss03* this = THIS;
Boss03* this = (Boss03*)thisx;
s16 i;
s16 pad;
s16 maxBendSpeed;
@ -2612,7 +2610,7 @@ Gfx* sGyorgSeaweedDLs[] = {
};
void Boss03_SeaweedDraw(Actor* thisx, PlayState* play) {
Boss03* this = THIS;
Boss03* this = (Boss03*)thisx;
s16 i;
// Why 10 Mtxs? This seems to only use the first 6 elements
Mtx* mtx = GRAPH_ALLOC(play->state.gfxCtx, 10 * sizeof(Mtx));

View File

@ -11,8 +11,6 @@
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((Boss04*)thisx)
void Boss04_Init(Actor* thisx, PlayState* play2);
void Boss04_Destroy(Actor* thisx, PlayState* play);
void Boss04_Update(Actor* thisx, PlayState* play2);
@ -146,7 +144,7 @@ void Boss04_Init(Actor* thisx, PlayState* play2) {
{ 0.0f, 0.0f, 1000.0f },
};
PlayState* play = play2;
Boss04* this = THIS;
Boss04* this = (Boss04*)thisx;
s32 i;
CollisionPoly* spC0;
Vec3f spB4;
@ -672,7 +670,7 @@ void func_809ED50C(Boss04* this) {
void Boss04_Update(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
Boss04* this = THIS;
Boss04* this = (Boss04*)thisx;
s16 temp_v0_8;
s32 pad;
@ -772,7 +770,7 @@ void Boss04_Update(Actor* thisx, PlayState* play2) {
}
s32 Boss04_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) {
Boss04* this = THIS;
Boss04* this = (Boss04*)thisx;
if (limbIndex == KREG(32)) {
if (!(this->unk_1F4 & 3)) {
@ -802,7 +800,7 @@ s32 Boss04_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f*
void Boss04_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
static Vec3f D_809EE228 = { 0.0f, -200.0f, 0.0f };
static Vec3f D_809EE234 = { 0.0f, 720.0f, 0.0f };
Boss04* this = THIS;
Boss04* this = (Boss04*)thisx;
Vec3f sp18;
if (limbIndex == WART_LIMB_ROOT) {
@ -815,7 +813,7 @@ void Boss04_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot
}
void Boss04_Draw(Actor* thisx, PlayState* play) {
Boss04* this = THIS;
Boss04* this = (Boss04*)thisx;
OPEN_DISPS(play->state.gfxCtx);

View File

@ -32,8 +32,6 @@
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE)
#define THIS ((Boss05*)thisx)
// This actor has an array of timers in its instance, but for the most part, it only uses the first entry
#define TIMER_CURRENT_ACTION 0
#define TIMER_FALLING_HEAD_FALL 2
@ -344,7 +342,7 @@ ActorProfile Boss_05_Profile = {
void Boss05_Init(Actor* thisx, PlayState* play) {
s32 pad;
Boss05* this = THIS;
Boss05* this = (Boss05*)thisx;
CollisionHeader* colHeader = NULL;
this->dyna.actor.attentionRangeType = ATTENTION_RANGE_3;
@ -450,7 +448,7 @@ void Boss05_Init(Actor* thisx, PlayState* play) {
}
void Boss05_Destroy(Actor* thisx, PlayState* play) {
Boss05* this = THIS;
Boss05* this = (Boss05*)thisx;
if ((BIO_BABA_GET_TYPE(&this->dyna.actor) == BIO_BABA_TYPE_LILY_PAD) ||
(BIO_BABA_GET_TYPE(&this->dyna.actor) == BIO_BABA_TYPE_LILY_PAD_WITH_HEAD) ||
@ -1308,7 +1306,7 @@ void Boss05_Fragment_Move(Boss05* this, PlayState* play) {
void Boss05_Update(Actor* thisx, PlayState* play) {
s32 pad;
Boss05* this = THIS;
Boss05* this = (Boss05*)thisx;
s16 i;
this->frameCounter++;
@ -1425,7 +1423,7 @@ static s8 sLimbIndexToLimbRotIndex[] = {
s32 Boss05_LilyPadWithHead_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
Actor* thisx) {
Boss05* this = THIS;
Boss05* this = (Boss05*)thisx;
s8 limbRotIndex;
if (limbIndex == KREG(32)) {
@ -1459,7 +1457,7 @@ s32 Boss05_LilyPadWithHead_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx*
void Boss05_LilyPad_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
static Vec3f sHeadOffset = { 0.0f, -1400.0f, 600.0f };
Boss05* this = THIS;
Boss05* this = (Boss05*)thisx;
MtxF mf;
Vec3f upperStemPos;
Vec3f lowerStemPos;
@ -1500,7 +1498,7 @@ Vec3f sBioDekuBabaHeadColliderPos;
void Boss05_Head_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
static Vec3f sHeadColliderOffset = { 1600.0f, -300.0f, 0.0f };
static Vec3f sHeadOffset = { 700.0f, 0.0f, 0.0f };
Boss05* this = THIS;
Boss05* this = (Boss05*)thisx;
if (limbIndex == BIO_DEKU_BABA_HEAD_LIMB_BODY) {
Matrix_MultVec3f(&sHeadColliderOffset, &sBioDekuBabaHeadColliderPos);
@ -1520,7 +1518,7 @@ void Boss05_Head_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s
}
void Boss05_Head_TransformLimbDraw(PlayState* play, s32 limbIndex, Actor* thisx) {
Boss05* this = THIS;
Boss05* this = (Boss05*)thisx;
if ((limbIndex == BIO_DEKU_BABA_HEAD_LIMB_LOWER_JAW) || (limbIndex == BIO_DEKU_BABA_HEAD_LIMB_UPPER_JAW)) {
Matrix_Scale(this->lowerJawScaleXZ, 1.0f, this->lowerJawScaleXZ, MTXMODE_APPLY);
@ -1555,7 +1553,7 @@ s32 Boss05_FallingHeadLilyPad_OverrideLimbDraw(PlayState* play, s32 limbIndex, G
}
void Boss05_FallingHeadLilyPad_TransformLimbDraw(PlayState* play, s32 limbIndex, Actor* thisx) {
Boss05* this = THIS;
Boss05* this = (Boss05*)thisx;
if ((limbIndex >= BIO_DEKU_BABA_LILY_PAD_LIMB_MIDDLE_STEM) &&
(limbIndex <= BIO_DEKU_BABA_LILY_PAD_LIMB_RIGHT_LOWER_ARM)) {
@ -1583,7 +1581,7 @@ static BioDekuBabaHeadLimb sFragmentIndexToLimbIndex[BIO_BABA_TYPE_MAX - BIO_BAB
s32 Boss05_Fragment_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
Actor* thisx) {
Boss05* this = THIS;
Boss05* this = (Boss05*)thisx;
if (limbIndex != sFragmentIndexToLimbIndex[BIO_BABA_GET_FRAGMENT_INDEX(&this->dyna.actor)]) {
*dList = NULL;
@ -1597,7 +1595,7 @@ s32 Boss05_Fragment_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList
}
void Boss05_Fragment_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
Boss05* this = THIS;
Boss05* this = (Boss05*)thisx;
if (limbIndex != sFragmentIndexToLimbIndex[BIO_BABA_GET_FRAGMENT_INDEX(&this->dyna.actor)]) {
Matrix_MultZero(&this->fragmentPos);
@ -1606,7 +1604,7 @@ void Boss05_Fragment_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, V
void Boss05_Draw(Actor* thisx, PlayState* play) {
s32 pad;
Boss05* this = THIS;
Boss05* this = (Boss05*)thisx;
OPEN_DISPS(play->state.gfxCtx);

View File

@ -14,8 +14,6 @@
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((Boss06*)thisx)
void Boss06_Init(Actor* thisx, PlayState* play);
void Boss06_Destroy(Actor* thisx, PlayState* play);
void Boss06_Update(Actor* thisx, PlayState* play);
@ -147,7 +145,7 @@ f32 Boss06_RandZeroOne(void) {
}
void Boss06_Init(Actor* thisx, PlayState* play) {
Boss06* this = THIS;
Boss06* this = (Boss06*)thisx;
u8* curtainTexture;
s32 i;
@ -425,7 +423,7 @@ void Boss06_CurtainDestroyed(Boss06* this, PlayState* play) {
}
void Boss06_Update(Actor* thisx, PlayState* play) {
Boss06* this = THIS;
Boss06* this = (Boss06*)thisx;
this->actionFunc(this, play);
@ -520,7 +518,7 @@ void Boss06_Update(Actor* thisx, PlayState* play) {
void Boss06_Draw(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
Boss06* this = THIS;
Boss06* this = (Boss06*)thisx;
s32 i;
f32 lightOrbOffsetZ = 0.0f;
s16 lightRayBaseX;

View File

@ -29,8 +29,6 @@
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((Boss07*)thisx)
#define MAJORA_TENTACLE_COUNT 25
#define MAJORA_WHIP_LENGTH 44
#define MAJORA_EFFECT_COUNT 50
@ -1342,7 +1340,7 @@ void Boss07_Init(Actor* thisx, PlayState* play2) {
MAJORA_PARAMS(MAJORA_TYPE_REMAINS + MAJORA_REMAINS_TYPE_TWINMOLD),
};
PlayState* play = play2;
Boss07* this = THIS;
Boss07* this = (Boss07*)thisx;
s32 i;
if (MAJORA_GET_TYPE(&this->actor) == MAJORA_TYPE_BATTLE_HANDLER) {
@ -1543,7 +1541,7 @@ void Boss07_Init(Actor* thisx, PlayState* play2) {
void Boss07_Destroy(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
Boss07* this = THIS;
Boss07* this = (Boss07*)thisx;
switch (this->actor.params) {
//! @bug this should be MAJORAS_MASK
@ -3108,7 +3106,7 @@ void Boss07_UpdateDamageEffects(Boss07* this, PlayState* play) {
void Boss07_Wrath_Update(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
Boss07* this = THIS;
Boss07* this = (Boss07*)thisx;
s32 i;
Player* player = GET_PLAYER(play);
@ -3491,7 +3489,7 @@ void Boss07_Wrath_DrawWhip(Boss07* this, PlayState* play, Vec3f* pos, Vec3f* rot
}
s32 Boss07_Wrath_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) {
Boss07* this = THIS;
Boss07* this = (Boss07*)thisx;
if (limbIndex == MAJORAS_WRATH_LIMB_HEAD) {
rot->x += this->cutsceneHeadRot.y;
@ -3584,7 +3582,7 @@ static s8 sWrathLimbToBodyParts[] = {
void Boss07_Wrath_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
static Vec3f sWhipOffset = { 1000.0f, 100.0f, 0.0f };
Boss07* this = THIS;
Boss07* this = (Boss07*)thisx;
s8 bodyPartIndex;
Vec3f colliderPos;
MtxF curMtxF;
@ -3634,7 +3632,7 @@ void Boss07_Wrath_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3
}
void Boss07_Wrath_TransformLimbDraw(PlayState* play, s32 limbIndex, Actor* thisx) {
Boss07* this = THIS;
Boss07* this = (Boss07*)thisx;
// This code allows the `incarnationArmScale` to scale up almost all of Wrath's limbs. However, in the final game,
// this variable is always set to 1.0f for Wrath, meaning that this code effectively does nothing.
@ -3799,7 +3797,7 @@ void Boss07_BattleHandler_DrawIntroPlayerLightOrb(Boss07* this, PlayState* play)
void Boss07_Wrath_Draw(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
Boss07* this = THIS;
Boss07* this = (Boss07*)thisx;
u8* tex = GRAPH_ALLOC(play->state.gfxCtx, MAJORAS_WRATH_SHADOW_TEX_SIZE);
OPEN_DISPS(play->state.gfxCtx);
@ -4856,7 +4854,7 @@ void Boss07_Incarnation_UpdateDamage(Boss07* this, PlayState* play) {
void Boss07_IncarnationAfterimage_Update(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
Boss07* this = THIS;
Boss07* this = (Boss07*)thisx;
if (DECR(this->timers[0]) == 0) {
Actor_Kill(&this->actor);
@ -4865,7 +4863,7 @@ void Boss07_IncarnationAfterimage_Update(Actor* thisx, PlayState* play2) {
void Boss07_Incarnation_Update(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
Boss07* this = THIS;
Boss07* this = (Boss07*)thisx;
s32 i;
s32 pad;
@ -4958,7 +4956,7 @@ void Boss07_Incarnation_Update(Actor* thisx, PlayState* play2) {
void Boss07_IncarnationAfterimage_Draw(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
Boss07* this = THIS;
Boss07* this = (Boss07*)thisx;
Boss07* parent = (Boss07*)this->actor.parent;
OPEN_DISPS(play->state.gfxCtx);
@ -4974,7 +4972,7 @@ void Boss07_IncarnationAfterimage_Draw(Actor* thisx, PlayState* play2) {
s32 Boss07_Incarnation_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
Actor* thisx) {
Boss07* this = THIS;
Boss07* this = (Boss07*)thisx;
if (limbIndex == MAJORAS_INCARNATION_LIMB_EYESTALK) {
rot->y += this->cutsceneHeadRot.x;
@ -5097,7 +5095,7 @@ static s8 sIncarnationLimbToBodyParts[] = {
};
void Boss07_Incarnation_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
Boss07* this = THIS;
Boss07* this = (Boss07*)thisx;
Vec3f colliderPos;
s8 bodyPartIndex;
@ -5146,7 +5144,7 @@ void Boss07_Incarnation_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList
}
void Boss07_Incarnation_TransformLimbDraw(PlayState* play, s32 limbIndex, Actor* thisx) {
Boss07* this = THIS;
Boss07* this = (Boss07*)thisx;
if (limbIndex == MAJORAS_INCARNATION_LIMB_MASK) {
Matrix_Scale(this->incarnationMaskScaleX, this->incarnationMaskScaleY, 1.0f, MTXMODE_APPLY);
@ -5168,7 +5166,7 @@ void Boss07_Incarnation_TransformLimbDraw(PlayState* play, s32 limbIndex, Actor*
void Boss07_Incarnation_Draw(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
Boss07* this = THIS;
Boss07* this = (Boss07*)thisx;
OPEN_DISPS(play->state.gfxCtx);
@ -6291,7 +6289,7 @@ void Boss07_Mask_UpdateDamage(Boss07* this, PlayState* play) {
void Boss07_Mask_Update(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
Boss07* this = THIS;
Boss07* this = (Boss07*)thisx;
s32 i;
Player* player = GET_PLAYER(play);
Vec3f topLeftVertex;
@ -6680,7 +6678,7 @@ void Boss07_Mask_DrawBeam(Boss07* this, PlayState* play) {
}
void Boss07_Mask_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
Boss07* this = THIS;
Boss07* this = (Boss07*)thisx;
if (limbIndex == MAJORAS_MASK_LIMB_FACE) {
Matrix_MultVecX(500.0f, &this->tentacleBasePos);
@ -6690,7 +6688,7 @@ void Boss07_Mask_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s
void Boss07_Mask_Draw(Actor* thisx, PlayState* play2) {
static TexturePtr sMaskEyeTextures[] = { gMajorasMaskWithNormalEyesTex, gMajorasMaskWithDullEyesTex };
PlayState* play = play2;
Boss07* this = THIS;
Boss07* this = (Boss07*)thisx;
f32 shakeScale;
f32 rotX;
f32 rotY;
@ -6778,7 +6776,7 @@ void Boss07_Projectile_Update(Actor* thisx, PlayState* play2) {
f32 dz;
f32 distToPlayerXZ;
PlayState* play = play2;
Boss07* this = THIS;
Boss07* this = (Boss07*)thisx;
Player* player = GET_PLAYER(play);
this->frameCounter++;
@ -6833,7 +6831,7 @@ void Boss07_Projectile_Update(Actor* thisx, PlayState* play2) {
void Boss07_Projectile_Draw(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
Boss07* this = THIS;
Boss07* this = (Boss07*)thisx;
OPEN_DISPS(play->state.gfxCtx);
@ -7204,7 +7202,7 @@ void Boss07_Remains_Stunned(Boss07* this, PlayState* play) {
void Boss07_Remains_Update(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
Boss07* this = THIS;
Boss07* this = (Boss07*)thisx;
s32 i;
this->frameCounter++;
@ -7229,7 +7227,7 @@ void Boss07_Remains_Update(Actor* thisx, PlayState* play2) {
void Boss07_Remains_Draw(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
Boss07* this = THIS;
Boss07* this = (Boss07*)thisx;
f32 shakeScale;
f32 rotX;
s32 pad;
@ -7555,7 +7553,7 @@ void Boss07_Top_UpdateDamage(Boss07* this, PlayState* play) {
void Boss07_Top_Update(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
Boss07* this = THIS;
Boss07* this = (Boss07*)thisx;
this->frameCounter++;
@ -7590,7 +7588,7 @@ void Boss07_Top_Update(Actor* thisx, PlayState* play2) {
void Boss07_Top_Draw(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
Boss07* this = THIS;
Boss07* this = (Boss07*)thisx;
OPEN_DISPS(play->state.gfxCtx);
@ -7614,7 +7612,7 @@ void Boss07_Top_Draw(Actor* thisx, PlayState* play2) {
void Boss07_BattleHandler_Update(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
Boss07* this = THIS;
Boss07* this = (Boss07*)thisx;
Boss07_BattleHandler_UpdateEffects(play);
@ -7775,7 +7773,7 @@ void Boss07_BattleHandler_Update(Actor* thisx, PlayState* play2) {
void Boss07_BattleHandler_Draw(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
Boss07* this = THIS;
Boss07* this = (Boss07*)thisx;
Boss07_BattleHandler_DrawEffects(play);
Boss07_BattleHandler_DrawIntroPlayerLightOrb(this, play);

View File

@ -22,8 +22,6 @@
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((BossHakugin*)thisx)
#define GOHT_LIMB_DRAW_FLAG(limbIndex) (1 << ((limbIndex)-1))
void BossHakugin_Init(Actor* thisx, PlayState* play2);
@ -553,7 +551,7 @@ void BossHakugin_Init(Actor* thisx, PlayState* play2) {
ICHAIN_F32_DIV1000(gravity, -2000, ICHAIN_STOP),
};
PlayState* play = play2;
BossHakugin* this = THIS;
BossHakugin* this = (BossHakugin*)thisx;
Actor** actorPtr;
s32 pad;
s32 i;
@ -631,7 +629,7 @@ void BossHakugin_Init(Actor* thisx, PlayState* play2) {
}
void BossHakugin_Destroy(Actor* thisx, PlayState* play) {
BossHakugin* this = THIS;
BossHakugin* this = (BossHakugin*)thisx;
s32 pad;
s32 i;
@ -2998,7 +2996,7 @@ void BossHakugin_UpdateElectricBalls(BossHakugin* this, PlayState* play) {
void BossHakugin_Update(Actor* thisx, PlayState* play) {
s32 pad;
BossHakugin* this = THIS;
BossHakugin* this = (BossHakugin*)thisx;
Vec3s targetRot;
Player* player = GET_PLAYER(play);
@ -3121,7 +3119,7 @@ s32 BossHakugin_OverrideLimbDraw(struct PlayState* play, s32 limbIndex, Gfx** dL
Actor* thisx) {
static s32 sCurrentMalfunctionType = GOHT_MALFUNCTION_NUM_TYPES - 1;
static s32 sCurrentLimbIndex = GOHT_LIMB_FRONT_RIGHT_UPPER_LEG;
BossHakugin* this = THIS;
BossHakugin* this = (BossHakugin*)thisx;
if (this->actionFunc == BossHakugin_DeathCutsceneCrushedByRocks) {
if (limbIndex == GOHT_LIMB_ROOT) {
@ -3160,7 +3158,7 @@ s32 BossHakugin_OverrideLimbDraw(struct PlayState* play, s32 limbIndex, Gfx** dL
}
void BossHakugin_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
BossHakugin* this = THIS;
BossHakugin* this = (BossHakugin*)thisx;
s8 bodyPartIndex;
s32 i;
f32 cos;
@ -3442,7 +3440,7 @@ void BossHakugin_DrawIce(BossHakugin* this, PlayState* play) {
void BossHakugin_Draw(Actor* thisx, PlayState* play) {
s32 pad;
BossHakugin* this = THIS;
BossHakugin* this = (BossHakugin*)thisx;
u8* tex = GRAPH_ALLOC(play->state.gfxCtx, GOHT_SHADOW_TEX_SIZE);
OPEN_DISPS(play->state.gfxCtx);
@ -3807,7 +3805,7 @@ void BossHakugin_UpdateCrushingRocksCollision(BossHakugin* this) {
*/
void BossHakugin_UpdateStationaryCrushingRocks(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
BossHakugin* this = THIS;
BossHakugin* this = (BossHakugin*)thisx;
BossHakugin_UpdateCrushingRocksCollision(this);
CollisionCheck_SetAC(play, &play->colChkCtx, &this->bodyCollider.base);
@ -3818,7 +3816,7 @@ void BossHakugin_UpdateStationaryCrushingRocks(Actor* thisx, PlayState* play2) {
* Draws the rocks that crush Goht, both when they are falling down and after they become stationary.
*/
void BossHakugin_DrawCrushingRocks(Actor* thisx, PlayState* play) {
BossHakugin* this = THIS;
BossHakugin* this = (BossHakugin*)thisx;
s32 i;
GohtCrushingRock* crushingRock;

View File

@ -11,8 +11,6 @@
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((DemoEffect*)thisx)
void DemoEffect_Init(Actor* thisx, PlayState* play);
void DemoEffect_Destroy(Actor* thisx, PlayState* play);
void DemoEffect_Update(Actor* thisx, PlayState* play);
@ -43,7 +41,7 @@ void DemoEffect_Init(Actor* thisx, PlayState* play) {
GAMEPLAY_KEEP, GAMEPLAY_KEEP, GAMEPLAY_KEEP, GAMEPLAY_KEEP,
};
s32 pad;
DemoEffect* this = THIS;
DemoEffect* this = (DemoEffect*)thisx;
s32 type = DEMO_EFFECT_GET_TYPE(&this->actor);
s32 objectSlot;
s32 pad2;
@ -108,7 +106,7 @@ void DemoEffect_Init(Actor* thisx, PlayState* play) {
}
void DemoEffect_Destroy(Actor* thisx, PlayState* play) {
DemoEffect* this = THIS;
DemoEffect* this = (DemoEffect*)thisx;
switch (DEMO_EFFECT_GET_TYPE(&this->actor)) {
case DEMO_EFFECT_TIMEWARP_TIMEBLOCK_LARGE:
@ -263,14 +261,14 @@ void DemoEffect_ExpandLight(DemoEffect* this, PlayState* play) {
}
void DemoEffect_Update(Actor* thisx, PlayState* play) {
DemoEffect* this = THIS;
DemoEffect* this = (DemoEffect*)thisx;
this->actionFunc(this, play);
}
s32 DemoEffect_OverrideLimbDrawTimewarp(PlayState* play, SkelCurve* skelCurve, s32 limbIndex, Actor* thisx) {
s32 pad;
DemoEffect* this = THIS;
DemoEffect* this = (DemoEffect*)thisx;
u32 frames = play->gameplayFrames;
OPEN_DISPS(play->state.gfxCtx);
@ -297,7 +295,7 @@ s32 DemoEffect_OverrideLimbDrawTimewarp(PlayState* play, SkelCurve* skelCurve, s
void DemoEffect_DrawTimewarp(Actor* thisx, PlayState* play) {
GraphicsContext* gfxCtx = play->state.gfxCtx;
DemoEffect* this = THIS;
DemoEffect* this = (DemoEffect*)thisx;
OPEN_DISPS(gfxCtx);
@ -311,7 +309,7 @@ void DemoEffect_DrawTimewarp(Actor* thisx, PlayState* play) {
void DemoEffect_DrawLight(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
DemoEffect* this = THIS;
DemoEffect* this = (DemoEffect*)thisx;
s16 zRot = (this->timer * 0x400) & 0xFFFF;
OPEN_DISPS(play->state.gfxCtx);

View File

@ -8,8 +8,6 @@
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((DemoGetitem*)thisx)
void DemoGetitem_Init(Actor* thisx, PlayState* play);
void DemoGetitem_Destroy(Actor* thisx, PlayState* play);
void DemoGetitem_Update(Actor* thisx, PlayState* play);
@ -45,7 +43,7 @@ void DemoGetitem_Init(Actor* thisx, PlayState* play) {
s32 pad;
s32 objectSlot;
s32 itemIndex;
DemoGetitem* this = THIS;
DemoGetitem* this = (DemoGetitem*)thisx;
itemIndex = DEMOGETITEM_ITEM_MASK_GREAT_FAIRY;
if (DEMOGETITEM_GET_F(&this->actor) == 1) {
@ -113,13 +111,13 @@ void DemoGetitem_PerformCutsceneActions(DemoGetitem* this, PlayState* play) {
}
void DemoGetitem_Update(Actor* thisx, PlayState* play) {
DemoGetitem* this = THIS;
DemoGetitem* this = (DemoGetitem*)thisx;
this->actionFunc(this, play);
}
void DemoGetitem_Draw(Actor* thisx, PlayState* play) {
DemoGetitem* this = THIS;
DemoGetitem* this = (DemoGetitem*)thisx;
func_800B8050(&this->actor, play, 0);
func_800B8118(&this->actor, play, 0);

View File

@ -10,8 +10,6 @@
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((DemoKankyo*)thisx)
void DemoKankyo_Init(Actor* thisx, PlayState* play);
void DemoKankyo_Destroy(Actor* thisx, PlayState* play);
void DemoKankyo_Update(Actor* thisx, PlayState* play);
@ -434,7 +432,7 @@ void DemoKakyo_MoonSparklesActionFunc(DemoKankyo* this, PlayState* play) {
}
void DemoKankyo_Init(Actor* thisx, PlayState* play) {
DemoKankyo* this = THIS;
DemoKankyo* this = (DemoKankyo*)thisx;
s32 pad;
s32 i;
s32 objectSlot;
@ -483,20 +481,20 @@ void DemoKankyo_Init(Actor* thisx, PlayState* play) {
}
void DemoKankyo_Destroy(Actor* thisx, PlayState* play) {
DemoKankyo* this = THIS;
DemoKankyo* this = (DemoKankyo*)thisx;
Actor_Kill(&this->actor);
}
void DemoKankyo_Update(Actor* thisx, PlayState* play) {
DemoKankyo* this = THIS;
DemoKankyo* this = (DemoKankyo*)thisx;
this->actionFunc(this, play);
}
void DemoKakyo_DrawLostWoodsSparkle(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
DemoKankyo* this = THIS;
DemoKankyo* this = (DemoKankyo*)thisx;
s16 i;
f32 scaleAlpha;
Vec3f worldPos;
@ -586,7 +584,7 @@ void DemoKakyo_DrawLostWoodsSparkle(Actor* thisx, PlayState* play2) {
// draw, giants and moon
void DemoKankyo_DrawMoonAndGiant(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
DemoKankyo* this = THIS;
DemoKankyo* this = (DemoKankyo*)thisx;
s16 i;
f32 alphaScale;
@ -661,7 +659,7 @@ void DemoKankyo_DrawMoonAndGiant(Actor* thisx, PlayState* play2) {
}
void DemoKankyo_Draw(Actor* thisx, PlayState* play) {
DemoKankyo* this = THIS;
DemoKankyo* this = (DemoKankyo*)thisx;
switch (this->actor.params) {
case DEMO_KANKYO_TYPE_LOSTWOODS:

View File

@ -8,8 +8,6 @@
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((DemoMoonend*)thisx)
void DemoMoonend_Init(Actor* thisx, PlayState* play);
void DemoMoonend_Destroy(Actor* thisx, PlayState* play);
void DemoMoonend_Update(Actor* thisx, PlayState* play);
@ -33,7 +31,7 @@ ActorProfile Demo_Moonend_Profile = {
};
void DemoMoonend_Init(Actor* thisx, PlayState* play) {
DemoMoonend* this = THIS;
DemoMoonend* this = (DemoMoonend*)thisx;
Actor_SetScale(&this->actor, 0.1f);
this->actionFunc = DemoMoonend_DoNothing;
@ -58,7 +56,7 @@ void DemoMoonend_Init(Actor* thisx, PlayState* play) {
}
void DemoMoonend_Destroy(Actor* thisx, PlayState* play) {
DemoMoonend* this = THIS;
DemoMoonend* this = (DemoMoonend*)thisx;
if (DEMOMOONEND_GET_PARAM_F(thisx) != 1) {
Keyframe_DestroyFlex(&this->kfSkelAnime);
@ -161,14 +159,14 @@ void func_80C17C48(DemoMoonend* this, PlayState* play) {
}
void DemoMoonend_Update(Actor* thisx, PlayState* play) {
DemoMoonend* this = THIS;
DemoMoonend* this = (DemoMoonend*)thisx;
this->actionFunc(this, play);
}
s32 DemoMoonend_OverrideLimbDraw(PlayState* play, KFSkelAnimeFlex* kfSkelAnime, s32 limbIndex, Gfx** dList, u8* flags,
void* thisx, Vec3f* scale, Vec3s* rot, Vec3f* pos) {
DemoMoonend* this = THIS;
DemoMoonend* this = (DemoMoonend*)thisx;
if (limbIndex == 2) {
Matrix_Push();
@ -180,7 +178,7 @@ s32 DemoMoonend_OverrideLimbDraw(PlayState* play, KFSkelAnimeFlex* kfSkelAnime,
s32 DemoMoonend_PostLimbDraw(PlayState* play, KFSkelAnimeFlex* kfSkelAnime, s32 limbIndex, Gfx** dList, u8* flags,
void* thisx, Vec3f* scale, Vec3s* rot, Vec3f* pos) {
DemoMoonend* this = THIS;
DemoMoonend* this = (DemoMoonend*)thisx;
if (limbIndex == 8) {
Matrix_Pop();
@ -190,7 +188,7 @@ s32 DemoMoonend_PostLimbDraw(PlayState* play, KFSkelAnimeFlex* kfSkelAnime, s32
}
void DemoMoonend_Draw(Actor* thisx, PlayState* play) {
DemoMoonend* this = THIS;
DemoMoonend* this = (DemoMoonend*)thisx;
Mtx* mtxStack;
AnimatedMat_Draw(play, (AnimatedMaterial*)Lib_SegmentedToVirtual(object_moonend_Matanimheader_00B540));

View File

@ -8,8 +8,6 @@
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((DemoShd*)thisx)
void DemoShd_Init(Actor* thisx, PlayState* play);
void DemoShd_Destroy(Actor* thisx, PlayState* play);
void DemoShd_Update(Actor* thisx, PlayState* play);

View File

@ -9,8 +9,6 @@
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((DemoSyoten*)thisx)
void DemoSyoten_Init(Actor* thisx, PlayState* play);
void DemoSyoten_Destroy(Actor* thisx, PlayState* play);
void DemoSyoten_Update(Actor* thisx, PlayState* play);
@ -59,7 +57,7 @@ Color_RGBA8 D_80C17834[] = {
void DemoSyoten_Init(Actor* thisx, PlayState* play) {
s32 pad;
DemoSyoten* this = THIS;
DemoSyoten* this = (DemoSyoten*)thisx;
Actor_SetScale(&this->actor, 0.3f);
@ -128,7 +126,7 @@ void DemoSyoten_Init(Actor* thisx, PlayState* play) {
}
void DemoSyoten_Destroy(Actor* thisx, PlayState* play) {
DemoSyoten* this = THIS;
DemoSyoten* this = (DemoSyoten*)thisx;
if (DEMOSYOTEN_GET_F(&this->actor) == DEMOSYOTEN_F_0) {
Keyframe_DestroyFlex(&this->kfSkelAnime);
@ -431,7 +429,7 @@ void func_80C17008(DemoSyoten* this, PlayState* play) {
}
void DemoSyoten_Update(Actor* thisx, PlayState* play) {
DemoSyoten* this = THIS;
DemoSyoten* this = (DemoSyoten*)thisx;
this->actionFunc(this, play);
}
@ -439,7 +437,7 @@ void DemoSyoten_Update(Actor* thisx, PlayState* play) {
s32 DemoSyoten_OverrideLimbDraw(PlayState* play, KFSkelAnimeFlex* kfSkelAnime, s32 limbIndex, Gfx** dList, u8* flags,
void* thisx, Vec3f* scale, Vec3s* rot, Vec3f* pos) {
GraphicsContext* gfxCtx = play->state.gfxCtx;
DemoSyoten* this = THIS;
DemoSyoten* this = (DemoSyoten*)thisx;
OPEN_DISPS(gfxCtx);
@ -483,7 +481,7 @@ s32 DemoSyoten_OverrideLimbDraw(PlayState* play, KFSkelAnimeFlex* kfSkelAnime, s
void func_80C173B4(Actor* thisx, PlayState* play) {
s32 pad;
DemoSyoten* this = THIS;
DemoSyoten* this = (DemoSyoten*)thisx;
Mtx* mtxStack;
AnimatedMat_DrawXlu(play, Lib_SegmentedToVirtual(&object_syoten_Matanimheader_001298));
@ -514,7 +512,7 @@ void func_80C17468(PlayState* play) {
void DemoSyoten_Draw(Actor* thisx, PlayState* play) {
s32 pad;
DemoSyoten* this = THIS;
DemoSyoten* this = (DemoSyoten*)thisx;
OPEN_DISPS(play->state.gfxCtx);
@ -553,7 +551,7 @@ void DemoSyoten_Draw(Actor* thisx, PlayState* play) {
void func_80C17690(Actor* thisx, PlayState* play) {
s32 pad;
DemoSyoten* this = THIS;
DemoSyoten* this = (DemoSyoten*)thisx;
OPEN_DISPS(play->state.gfxCtx);

View File

@ -10,8 +10,6 @@
#define FLAGS (ACTOR_FLAG_10)
#define THIS ((DemoTreLgt*)thisx)
void DemoTreLgt_Init(Actor* thisx, PlayState* play);
void DemoTreLgt_Destroy(Actor* thisx, PlayState* play);
void DemoTreLgt_Update(Actor* thisx, PlayState* play);
@ -63,7 +61,7 @@ static DemoTreLgtActionFunc sActionFuncs[] = {
};
void DemoTreLgt_Init(Actor* thisx, PlayState* play) {
DemoTreLgt* this = THIS;
DemoTreLgt* this = (DemoTreLgt*)thisx;
SkelCurve_Init(play, &this->skelCurve, &gBoxLightCurveSkel, sBoxLightAnimations[0]);
this->colorAlpha1 = 255;
@ -79,7 +77,7 @@ void DemoTreLgt_Init(Actor* thisx, PlayState* play) {
}
void DemoTreLgt_Destroy(Actor* thisx, PlayState* play) {
DemoTreLgt* this = THIS;
DemoTreLgt* this = (DemoTreLgt*)thisx;
SkelCurve_Destroy(play, &this->skelCurve);
}
@ -136,14 +134,14 @@ void DemoTreLgt_Animate(DemoTreLgt* this, PlayState* play) {
}
void DemoTreLgt_Update(Actor* thisx, PlayState* play) {
DemoTreLgt* this = THIS;
DemoTreLgt* this = (DemoTreLgt*)thisx;
sActionFuncs[this->action](this, play);
}
s32 DemoTreLgt_OverrideLimbDraw(PlayState* play, SkelCurve* skelCuve, s32 limbIndex, Actor* thisx) {
s32 pad;
DemoTreLgt* this = THIS;
DemoTreLgt* this = (DemoTreLgt*)thisx;
OPEN_DISPS(play->state.gfxCtx);
@ -165,7 +163,7 @@ s32 DemoTreLgt_OverrideLimbDraw(PlayState* play, SkelCurve* skelCuve, s32 limbIn
void DemoTreLgt_Draw(Actor* thisx, PlayState* play) {
GraphicsContext* gfxCtx = play->state.gfxCtx;
DemoTreLgt* this = THIS;
DemoTreLgt* this = (DemoTreLgt*)thisx;
OPEN_DISPS(gfxCtx);

View File

@ -8,8 +8,6 @@
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
#define THIS ((DmAh*)thisx)
void DmAh_Init(Actor* thisx, PlayState* play);
void DmAh_Destroy(Actor* thisx, PlayState* play);
void DmAh_Update(Actor* thisx, PlayState* play);
@ -163,7 +161,7 @@ void DmAh_DoNothing(DmAh* this, PlayState* play) {
}
void DmAh_Init(Actor* thisx, PlayState* play) {
DmAh* this = THIS;
DmAh* this = (DmAh*)thisx;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 20.0f);
SkelAnime_InitFlex(play, &this->skelAnime, &object_ah_Skel_009E70, NULL, this->jointTable, this->morphTable,
@ -186,7 +184,7 @@ void DmAh_Destroy(Actor* thisx, PlayState* play) {
}
void DmAh_Update(Actor* thisx, PlayState* play) {
DmAh* this = THIS;
DmAh* this = (DmAh*)thisx;
this->actionFunc(this, play);
func_80C1D6E0(this, play);
@ -205,7 +203,7 @@ void DmAh_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot,
}
void DmAh_TransformLimbDraw(PlayState* play, s32 limbIndex, Actor* thisx) {
DmAh* this = THIS;
DmAh* this = (DmAh*)thisx;
s32 stepRot;
s32 overrideRot;
@ -252,7 +250,7 @@ static TexturePtr D_80C1DE28[] = {
};
void DmAh_Draw(Actor* thisx, PlayState* play) {
DmAh* this = THIS;
DmAh* this = (DmAh*)thisx;
OPEN_DISPS(play->state.gfxCtx);

View File

@ -8,8 +8,6 @@
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
#define THIS ((DmAl*)thisx)
void DmAl_Init(Actor* thisx, PlayState* play);
void DmAl_Destroy(Actor* thisx, PlayState* play);
void DmAl_Update(Actor* thisx, PlayState* play);
@ -77,7 +75,7 @@ void DmAl_HandleCutscene(DmAl* this, PlayState* play) {
}
void DmAl_Init(Actor* thisx, PlayState* play) {
DmAl* this = THIS;
DmAl* this = (DmAl*)thisx;
ActorShape_Init(&this->actor.shape, 0.0f, NULL, 0.0f);
SkelAnime_InitFlex(play, &this->skelAnime, &gMadameAromaSkel, NULL, this->jointTable, this->morphTable,
@ -93,7 +91,7 @@ void DmAl_Destroy(Actor* thisx, PlayState* play) {
}
void DmAl_Update(Actor* thisx, PlayState* play) {
DmAl* this = THIS;
DmAl* this = (DmAl*)thisx;
this->actionFunc(this, play);
SkelAnime_Update(&this->skelAnime);
@ -118,7 +116,7 @@ s32 DmAl_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* ro
}
void DmAl_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
DmAl* this = THIS;
DmAl* this = (DmAl*)thisx;
switch (limbIndex) {
case MADAME_AROMA_LIMB_SHAWL_MIDDLE:
@ -161,7 +159,7 @@ static Gfx* sDLists[] = {
void DmAl_Draw(Actor* thisx, PlayState* play) {
u32 i;
DmAl* this = THIS;
DmAl* this = (DmAl*)thisx;
OPEN_DISPS(play->state.gfxCtx);

View File

@ -10,8 +10,6 @@
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
#define THIS ((DmAn*)thisx)
void DmAn_Init(Actor* thisx, PlayState* play);
void DmAn_Destroy(Actor* thisx, PlayState* play);
void DmAn_Update(Actor* thisx, PlayState* play);
@ -311,7 +309,7 @@ void DmAn_DoNothing(DmAn* this, PlayState* play) {
}
void DmAn_Init(Actor* thisx, PlayState* play) {
DmAn* this = THIS;
DmAn* this = (DmAn*)thisx;
this->an4ObjectSlot = SubS_GetObjectSlot(OBJECT_AN4, play);
this->msmoObjectSlot = SubS_GetObjectSlot(OBJECT_MSMO, play);
@ -322,7 +320,7 @@ void DmAn_Destroy(Actor* thisx, PlayState* play) {
}
void DmAn_Update(Actor* thisx, PlayState* play) {
DmAn* this = THIS;
DmAn* this = (DmAn*)thisx;
this->actionFunc(this, play);
@ -337,7 +335,7 @@ void DmAn_Update(Actor* thisx, PlayState* play) {
void DmAn_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
s32 pad[2];
DmAn* this = THIS;
DmAn* this = (DmAn*)thisx;
s8 objectSlot = this->actor.objectSlot;
s8 msmoObjectSlot = this->msmoObjectSlot;
@ -369,7 +367,7 @@ void DmAn_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot,
}
void DmAn_TransformLimbDraw(PlayState* play, s32 limbIndex, Actor* thisx) {
DmAn* this = THIS;
DmAn* this = (DmAn*)thisx;
s16 stepRot;
s16 overrideRot;
@ -424,7 +422,7 @@ void DmAn_Draw(Actor* thisx, PlayState* play) {
gAnju1EyeSadTex, // DMAN_EYES_SAD
gAnju1EyeRelievedClosedTex, // DMAN_EYES_RELIEVED_CLOSED
};
DmAn* this = THIS;
DmAn* this = (DmAn*)thisx;
OPEN_DISPS(play->state.gfxCtx);

View File

@ -8,8 +8,6 @@
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_UPDATE_DURING_OCARINA)
#define THIS ((DmBal*)thisx)
void DmBal_Init(Actor* thisx, PlayState* play);
void DmBal_Destroy(Actor* thisx, PlayState* play);
void DmBal_Update(Actor* thisx, PlayState* play);
@ -68,7 +66,7 @@ static AnimationInfo sAnimationInfo[TINGLE_CS_ANIM_MAX] = {
};
void DmBal_Init(Actor* thisx, PlayState* play) {
DmBal* this = THIS;
DmBal* this = (DmBal*)thisx;
this->actor.attentionRangeType = ATTENTION_RANGE_1;
this->actor.uncullZoneForward = 3000.0f;
@ -174,7 +172,7 @@ void DmBal_SpawnPaper(DmBal* this, PlayState* play, Vec3f* pos, Vec3f* velocity,
void DmBal_Update(Actor* thisx, PlayState* play) {
s32 pad;
DmBal* this = THIS;
DmBal* this = (DmBal*)thisx;
// Throw confetti
if (Animation_OnFrame(&this->skelAnime, 29.0f) && (this->skelAnime.animation == &gTingleFloatThrowConfettiAnim)) {
@ -197,7 +195,7 @@ void DmBal_Update(Actor* thisx, PlayState* play) {
}
s32 DmBal_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) {
DmBal* this = THIS;
DmBal* this = (DmBal*)thisx;
Vec3s rots;
if (limbIndex == TINGLE_LIMB_BALLOON) {
@ -217,7 +215,7 @@ void DmBal_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot,
static TexturePtr sEyeTextures[] = { gTingleEyeOpenTex, gTingleEyeClosedTex };
void DmBal_Draw(Actor* thisx, PlayState* play) {
DmBal* this = THIS;
DmBal* this = (DmBal*)thisx;
OPEN_DISPS(play->state.gfxCtx);

View File

@ -10,8 +10,6 @@
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((DmChar00*)thisx)
void DmChar00_Init(Actor* thisx, PlayState* play);
void DmChar00_Destroy(Actor* thisx, PlayState* play);
void DmChar00_Update(Actor* thisx, PlayState* play);
@ -664,7 +662,7 @@ void func_80AA5EBC(DmChar00* this, PlayState* play) {
void DmChar00_Init(Actor* thisx, PlayState* play) {
s32 pad;
DmChar00* this = THIS;
DmChar00* this = (DmChar00*)thisx;
if ((play->sceneId == SCENE_LOST_WOODS) && !Cutscene_IsPlaying(play)) {
Actor_Kill(thisx);
@ -1023,7 +1021,7 @@ void func_80AA695C(DmChar00* this, PlayState* play) {
}
void DmChar00_Update(Actor* thisx, PlayState* play) {
DmChar00* this = THIS;
DmChar00* this = (DmChar00*)thisx;
SkelAnime_Update(&this->skelAnime);
@ -1036,7 +1034,7 @@ void DmChar00_Update(Actor* thisx, PlayState* play) {
s32 DmChar00_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx,
Gfx** gfx) {
DmChar00* this = THIS;
DmChar00* this = (DmChar00*)thisx;
f32 sp28;
Vec3f sp1C;
@ -1051,7 +1049,7 @@ s32 DmChar00_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f
void DmChar00_Draw(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
DmChar00* this = THIS;
DmChar00* this = (DmChar00*)thisx;
s32 phi_a0;
s32 pad;
Gfx* gfx = GRAPH_ALLOC(play->state.gfxCtx, 4 * sizeof(Gfx));

View File

@ -10,8 +10,6 @@
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_UPDATE_DURING_OCARINA)
#define THIS ((DmChar01*)thisx)
void DmChar01_Init(Actor* thisx, PlayState* play);
void DmChar01_Destroy(Actor* thisx, PlayState* play);
void DmChar01_Update(Actor* thisx, PlayState* play2);
@ -54,7 +52,7 @@ static InitChainEntry sInitChain[] = {
s16 D_80AAAAB4 = false;
void DmChar01_Init(Actor* thisx, PlayState* play) {
DmChar01* this = THIS;
DmChar01* this = (DmChar01*)thisx;
s32 i;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
@ -149,7 +147,7 @@ void DmChar01_Init(Actor* thisx, PlayState* play) {
}
void DmChar01_Destroy(Actor* thisx, PlayState* play) {
DmChar01* this = THIS;
DmChar01* this = (DmChar01*)thisx;
if (this->unk_34D) {
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
@ -365,7 +363,7 @@ void func_80AA90F4(DmChar01* this, PlayState* play) {
void DmChar01_Update(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
DmChar01* this = THIS;
DmChar01* this = (DmChar01*)thisx;
this->actionFunc(this, play);
@ -397,7 +395,7 @@ void DmChar01_Draw(Actor* thisx, PlayState* play) {
static s16 D_80AAAAC4 = 0;
static s16 D_80AAAAC8 = 0;
static s16 D_80AAAACC = 0;
DmChar01* this = THIS;
DmChar01* this = (DmChar01*)thisx;
f32 temp_f12;
f32 spBC;
s32 i;

View File

@ -9,8 +9,6 @@
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((DmChar02*)thisx)
void DmChar02_Init(Actor* thisx, PlayState* play);
void DmChar02_Destroy(Actor* thisx, PlayState* play);
void DmChar02_Update(Actor* thisx, PlayState* play);
@ -82,7 +80,7 @@ void DmChar02_PlaySfxForCutscenes(DmChar02* this, PlayState* play) {
}
void DmChar02_Init(Actor* thisx, PlayState* play) {
DmChar02* this = THIS;
DmChar02* this = (DmChar02*)thisx;
if (gSaveContext.save.saveInfo.inventory.items[SLOT_OCARINA] == ITEM_NONE) {
this->animIndex = DMCHAR02_ANIM_HIT_GROUND;
@ -143,7 +141,7 @@ void DmChar02_HandleCutscene(DmChar02* this, PlayState* play) {
}
void DmChar02_Update(Actor* thisx, PlayState* play) {
DmChar02* this = THIS;
DmChar02* this = (DmChar02*)thisx;
SkelAnime_Update(&this->skelAnime);
@ -173,7 +171,7 @@ void DmChar02_TransformLimbDraw(PlayState* play, s32 limbIndex, Actor* thisx) {
void DmChar02_Draw(Actor* thisx, PlayState* play) {
s32 pad[2];
DmChar02* this = THIS;
DmChar02* this = (DmChar02*)thisx;
s32 shouldDraw = false;
if ((play->csCtx.state == CS_STATE_IDLE) && (this->actor.world.pos.y < 100.0f)) {

View File

@ -9,8 +9,6 @@
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((DmChar03*)thisx)
void DmChar03_Init(Actor* thisx, PlayState* play);
void DmChar03_Destroy(Actor* thisx, PlayState* play);
void DmChar03_Update(Actor* thisx, PlayState* play);
@ -56,7 +54,7 @@ void DmChar03_ChangeAnim(SkelAnime* skelAnime, AnimationInfo* animInfo, u16 anim
}
void DmChar03_Init(Actor* thisx, PlayState* play) {
DmChar03* this = THIS;
DmChar03* this = (DmChar03*)thisx;
this->animIndex = DMCHAR03_ANIM_FALL_OVER;
this->actor.lockOnArrowOffset = 3000.0f;
@ -147,7 +145,7 @@ void func_80AAB838(DmChar03* this, PlayState* play) {
}
void DmChar03_Update(Actor* thisx, PlayState* play) {
DmChar03* this = THIS;
DmChar03* this = (DmChar03*)thisx;
if (Cutscene_IsCueInChannel(play, CS_CMD_ACTOR_CUE_136) &&
(play->csCtx.actorCues[Cutscene_GetCueChannel(play, CS_CMD_ACTOR_CUE_136)]->id == 2)) {
@ -169,7 +167,7 @@ void DmChar03_TransformLimbDraw(PlayState* play, s32 limbIndex, Actor* thisx) {
}
void DmChar03_Draw(Actor* thisx, PlayState* play) {
DmChar03* this = THIS;
DmChar03* this = (DmChar03*)thisx;
if (!this->unk_18E) {
if (Cutscene_IsCueInChannel(play, CS_CMD_ACTOR_CUE_136) &&

View File

@ -9,8 +9,6 @@
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((DmChar04*)thisx)
void DmChar04_Init(Actor* thisx, PlayState* play);
void DmChar04_Destroy(Actor* thisx, PlayState* play);
void DmChar04_Update(Actor* thisx, PlayState* play);
@ -68,7 +66,7 @@ static Color_RGBAf sEnvColors[] = {
};
void DmChar04_Init(Actor* thisx, PlayState* play) {
DmChar04* this = THIS;
DmChar04* this = (DmChar04*)thisx;
this->primColors = sPrimColors[this->actor.params];
this->envColors = sEnvColors[this->actor.params];
@ -111,7 +109,7 @@ void DmChar04_HandleCutscene(DmChar04* this, PlayState* play) {
}
void DmChar04_Update(Actor* thisx, PlayState* play) {
DmChar04* this = THIS;
DmChar04* this = (DmChar04*)thisx;
SkelAnime_Update(&this->skelAnime);
this->actionFunc(this, play);
@ -124,7 +122,7 @@ s32 DmChar04_OverrideLimbDraw(PlayState* play2, s32 limbIndex, Gfx** dList, Vec3
PlayState* play = play2;
f32 sp28;
Vec3f sp1C;
DmChar04* this = THIS;
DmChar04* this = (DmChar04*)thisx;
if (limbIndex == FAIRY_LIMB_6) {
sp28 = ((Math_SinS(this->timer * 0x1000) * 0.1f) + 1.0f) * 0.012f * (this->actor.scale.x * (1.0f / 0.008f));
@ -139,7 +137,7 @@ void DmChar04_Draw(Actor* thisx, PlayState* play) {
Gfx* gfx = GRAPH_ALLOC(play->state.gfxCtx, 4 * sizeof(Gfx));
s32 alpha;
s32 pad;
DmChar04* this = THIS;
DmChar04* this = (DmChar04*)thisx;
OPEN_DISPS(play->state.gfxCtx);

View File

@ -9,8 +9,6 @@
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((DmChar05*)thisx)
void DmChar05_Init(Actor* thisx, PlayState* play);
void DmChar05_Destroy(Actor* thisx, PlayState* play);
void DmChar05_Update(Actor* thisx, PlayState* play);
@ -81,7 +79,7 @@ void DmChar05_ChangeAnim(SkelAnime* skelAnime, AnimationInfo* animInfo, u16 anim
}
void func_80AAC63C(Actor* thisx, PlayState* play) {
DmChar05* this = THIS;
DmChar05* this = (DmChar05*)thisx;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 24.0f);
SkelAnime_Init(play, &this->skelAnime, &object_dmask_Skel_010B0, NULL, NULL, NULL, 0);
@ -94,7 +92,7 @@ void func_80AAC63C(Actor* thisx, PlayState* play) {
}
void func_80AAC6E4(Actor* thisx, PlayState* play) {
DmChar05* this = THIS;
DmChar05* this = (DmChar05*)thisx;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 24.0f);
SkelAnime_Init(play, &this->skelAnime, &object_dmask_Skel_042B0, NULL, NULL, NULL, 0);
@ -103,7 +101,7 @@ void func_80AAC6E4(Actor* thisx, PlayState* play) {
}
void func_80AAC770(Actor* thisx, PlayState* play) {
DmChar05* this = THIS;
DmChar05* this = (DmChar05*)thisx;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 24.0f);
SkelAnime_InitFlex(play, &this->skelAnime, &object_dmask_Skel_001D0, NULL, NULL, NULL, 0);
@ -112,7 +110,7 @@ void func_80AAC770(Actor* thisx, PlayState* play) {
}
void func_80AAC7FC(Actor* thisx, PlayState* play) {
DmChar05* this = THIS;
DmChar05* this = (DmChar05*)thisx;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 24.0f);
SkelAnime_Init(play, &this->skelAnime, &object_dmask_Skel_013D0, NULL, NULL, NULL, 0);
@ -121,13 +119,13 @@ void func_80AAC7FC(Actor* thisx, PlayState* play) {
}
void func_80AAC888(Actor* thisx, PlayState* play) {
DmChar05* this = THIS;
DmChar05* this = (DmChar05*)thisx;
this->actionFunc = func_80AACA98;
}
void DmChar05_Init(Actor* thisx, PlayState* play) {
DmChar05* this = THIS;
DmChar05* this = (DmChar05*)thisx;
this->animIndex = DMCHAR05_ANIM_0;
this->unk_18E = 0;
@ -575,7 +573,7 @@ void func_80AAD4A8(DmChar05* this, PlayState* play) {
}
void DmChar05_Update(Actor* thisx, PlayState* play) {
DmChar05* this = THIS;
DmChar05* this = (DmChar05*)thisx;
func_80AACF04(this, play);
if (Cutscene_IsCueInChannel(play, CS_CMD_ACTOR_CUE_109)) {
@ -613,7 +611,7 @@ void DmChar05_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* r
}
void func_80AAD998(Actor* thisx, PlayState* play) {
DmChar05* this = THIS;
DmChar05* this = (DmChar05*)thisx;
s32 pad[2];
if (this->unk_18E == 0) {
@ -635,7 +633,7 @@ void func_80AAD998(Actor* thisx, PlayState* play) {
}
void func_80AADA90(Actor* thisx, PlayState* play) {
DmChar05* this = THIS;
DmChar05* this = (DmChar05*)thisx;
if (this->unk_18E == 0) {
if (Cutscene_IsCueInChannel(play, CS_CMD_ACTOR_CUE_473) &&
@ -650,7 +648,7 @@ void func_80AADA90(Actor* thisx, PlayState* play) {
}
void func_80AADB4C(Actor* thisx, PlayState* play) {
DmChar05* this = THIS;
DmChar05* this = (DmChar05*)thisx;
if (this->unk_18E == 0) {
if (Cutscene_IsCueInChannel(play, CS_CMD_ACTOR_CUE_518) &&
@ -666,7 +664,7 @@ void func_80AADB4C(Actor* thisx, PlayState* play) {
void func_80AADC00(Actor* thisx, PlayState* play) {
s32 pad;
DmChar05* this = THIS;
DmChar05* this = (DmChar05*)thisx;
s32 cueChannel;
if (Cutscene_IsCueInChannel(play, CS_CMD_ACTOR_CUE_559)) {
@ -686,7 +684,7 @@ void func_80AADC00(Actor* thisx, PlayState* play) {
}
void DmChar05_Draw(Actor* thisx, PlayState* play) {
DmChar05* this = THIS;
DmChar05* this = (DmChar05*)thisx;
switch (DMCHAR05_GET(&this->actor)) {
case DMCHAR05_0:

View File

@ -8,8 +8,6 @@
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((DmChar06*)thisx)
void DmChar06_Init(Actor* thisx, PlayState* play);
void DmChar06_Destroy(Actor* thisx, PlayState* play);
void DmChar06_Update(Actor* thisx, PlayState* play);
@ -35,7 +33,7 @@ void DmChar06_SetupAction(DmChar06* this, DmChar06ActionFunc actionFunc) {
}
void DmChar06_Init(Actor* thisx, PlayState* play) {
DmChar06* this = THIS;
DmChar06* this = (DmChar06*)thisx;
SET_WEEKEVENTREG(WEEKEVENTREG_CLEARED_SNOWHEAD_TEMPLE);
Actor_SetScale(&this->actor, 1.0f);
@ -65,14 +63,14 @@ void DmChar06_HandleCutscene(DmChar06* this, PlayState* play) {
}
void DmChar06_Update(Actor* thisx, PlayState* play) {
DmChar06* this = THIS;
DmChar06* this = (DmChar06*)thisx;
this->actionFunc(this, play);
}
void DmChar06_Draw(Actor* thisx, PlayState* play) {
s32 pad;
DmChar06* this = THIS;
DmChar06* this = (DmChar06*)thisx;
AnimatedMat_Draw(play, Lib_SegmentedToVirtual(object_yukiyama_Matanimheader_006868));

View File

@ -9,8 +9,6 @@
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((DmChar07*)thisx)
void DmChar07_Init(Actor* thisx, PlayState* play);
void DmChar07_Destroy(Actor* thisx, PlayState* play);
void DmChar07_Update(Actor* thisx, PlayState* play);
@ -35,7 +33,7 @@ void DmChar07_SetupAction(DmChar07* this, DmChar07ActionFunc actionFunc) {
}
void DmChar07_Init(Actor* thisx, PlayState* play) {
DmChar07* this = THIS;
DmChar07* this = (DmChar07*)thisx;
this->isStage = 0;
Actor_SetScale(&this->dyna.actor, 1.0f);
@ -53,7 +51,7 @@ void DmChar07_Init(Actor* thisx, PlayState* play) {
}
void DmChar07_Destroy(Actor* thisx, PlayState* play) {
DmChar07* this = THIS;
DmChar07* this = (DmChar07*)thisx;
if (this->isStage) {
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
@ -64,13 +62,13 @@ void DmChar07_DoNothing(DmChar07* this, PlayState* play) {
}
void DmChar07_Update(Actor* thisx, PlayState* play) {
DmChar07* this = THIS;
DmChar07* this = (DmChar07*)thisx;
this->actionFunc(this, play);
}
void DmChar07_Draw(Actor* thisx, PlayState* play) {
DmChar07* this = THIS;
DmChar07* this = (DmChar07*)thisx;
s32 pad;
OPEN_DISPS(play->state.gfxCtx);

View File

@ -9,8 +9,6 @@
#define FLAGS (ACTOR_FLAG_UPDATE_DURING_OCARINA)
#define THIS ((DmChar08*)thisx)
void DmChar08_Init(Actor* thisx, PlayState* play2);
void DmChar08_Destroy(Actor* thisx, PlayState* play);
void DmChar08_Update(Actor* thisx, PlayState* play);
@ -144,7 +142,7 @@ void DmChar08_ChangeAnim(SkelAnime* skelAnime, AnimationInfo* animInfo, u16 anim
void DmChar08_Init(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
DmChar08* this = THIS;
DmChar08* this = (DmChar08*)thisx;
thisx->attentionRangeType = ATTENTION_RANGE_5;
this->eyeMode = TURTLE_EYEMODE_CLOSED;
@ -243,7 +241,7 @@ void DmChar08_Init(Actor* thisx, PlayState* play2) {
}
void DmChar08_Destroy(Actor* thisx, PlayState* play) {
DmChar08* this = THIS;
DmChar08* this = (DmChar08*)thisx;
if (this->dynapolyInitialized) {
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
@ -1015,7 +1013,7 @@ void DmChar08_UpdateCollision(DmChar08* this, PlayState* play) {
}
void DmChar08_Update(Actor* thisx, PlayState* play) {
DmChar08* this = THIS;
DmChar08* this = (DmChar08*)thisx;
this->dyna.actor.focus.pos.x = this->focusPos.x;
this->dyna.actor.focus.pos.y = this->focusPos.y + this->dyna.actor.lockOnArrowOffset;
@ -1061,7 +1059,7 @@ s32 DmChar08_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f
}
void DmChar08_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx) {
DmChar08* this = THIS;
DmChar08* this = (DmChar08*)thisx;
Vec3f src;
if (limbIndex == TURTLE_LIMB_SHELL) {
@ -1087,7 +1085,7 @@ void DmChar08_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* r
}
void DmChar08_TransformLimbDraw(PlayState* play, s32 limbIndex, Actor* thisx) {
DmChar08* this = THIS;
DmChar08* this = (DmChar08*)thisx;
f32 one;
switch (limbIndex) {
@ -1144,7 +1142,7 @@ TexturePtr sBigTurtleEyeTextures[] = {
void DmChar08_Draw(Actor* thisx, PlayState* play) {
s32 pad;
DmChar08* this = THIS;
DmChar08* this = (DmChar08*)thisx;
OPEN_DISPS(play->state.gfxCtx);

View File

@ -8,8 +8,6 @@
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((DmChar09*)thisx)
void DmChar09_Init(Actor* thisx, PlayState* play);
void DmChar09_Destroy(Actor* thisx, PlayState* play);
void DmChar09_Update(Actor* thisx, PlayState* play);
@ -55,7 +53,7 @@ void DmChar09_ChangeAnim(SkelAnime* skelAnime, AnimationInfo* animInfo, u16 anim
}
void DmChar09_Init(Actor* thisx, PlayState* play) {
DmChar09* this = THIS;
DmChar09* this = (DmChar09*)thisx;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 19.0f);
SkelAnime_Init(play, &this->skelAnime, &gBeeSkel, &gBeeFlyingAnim, this->jointTable, this->morphTable,
@ -207,7 +205,7 @@ void func_80AB24BC(DmChar09* this, PlayState* play) {
}
void DmChar09_Update(Actor* thisx, PlayState* play) {
DmChar09* this = THIS;
DmChar09* this = (DmChar09*)thisx;
SkelAnime_Update(&this->skelAnime);
this->actionFunc(this, play);
@ -219,14 +217,14 @@ void DmChar09_Update(Actor* thisx, PlayState* play) {
}
s32 DmChar09_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) {
DmChar09* this = THIS;
DmChar09* this = (DmChar09*)thisx;
Matrix_Translate(this->unk_204, this->unk_208, this->unk_20C, MTXMODE_APPLY);
return false;
}
void DmChar09_Draw(Actor* thisx, PlayState* play) {
DmChar09* this = THIS;
DmChar09* this = (DmChar09*)thisx;
if ((play->csCtx.state != CS_STATE_IDLE) && this->unk_22E) {
Gfx_SetupDL25_Opa(play->state.gfxCtx);

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