mirror of https://github.com/zeldaret/mm.git
Remove THIS macro (#1756)
* Remove THIS macro * Revert changes to the documentation * Undo revert to STYLE.md
This commit is contained in:
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8efc382b9f
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@ -150,19 +150,19 @@ All compound flag lists (e.g. `ACTOR_FLAG_HOSTILE | ACTOR_FLAG_FRIENDLY`) should
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## Play2
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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`
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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`
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```c
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void EnFirefly_Update(Actor* thisx, PlayState* play2) {
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PlayState* play = play2;
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EnFirefly* this = THIS;
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EnFirefly* this = (EnFirefly*)thisx;
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```
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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`
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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`
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```c
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void BgGoronOyu_Init(Actor* thisx, PlayState* play) {
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s32 pad;
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BgGoronOyu* this = THIS;
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BgGoronOyu* this = (BgGoronOyu*)thisx;
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CollisionHeader* colHeader = NULL;
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```
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@ -3,8 +3,6 @@
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#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
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#define THIS ((EnAObj*)thisx)
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void EnAObj_Init(Actor* thisx, PlayState* play);
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void EnAObj_Destroy(Actor* thisx, PlayState* play);
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void EnAObj_Update(Actor* thisx, PlayState* play);
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@ -50,7 +48,7 @@ static InitChainEntry sInitChain[] = {
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};
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void EnAObj_Init(Actor* thisx, PlayState* play) {
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EnAObj* this = THIS;
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EnAObj* this = (EnAObj*)thisx;
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this->actor.textId = AOBJ_GET_TEXTID(&this->actor);
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this->actor.params = AOBJ_GET_TYPE(&this->actor);
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@ -63,7 +61,7 @@ void EnAObj_Init(Actor* thisx, PlayState* play) {
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}
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void EnAObj_Destroy(Actor* thisx, PlayState* play) {
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EnAObj* this = THIS;
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EnAObj* this = (EnAObj*)thisx;
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Collider_DestroyCylinder(play, &this->collision);
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}
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@ -89,7 +87,7 @@ void EnAObj_Talk(EnAObj* this, PlayState* play) {
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}
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void EnAObj_Update(Actor* thisx, PlayState* play) {
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EnAObj* this = THIS;
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EnAObj* this = (EnAObj*)thisx;
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this->actionFunc(this, play);
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Actor_SetFocus(&this->actor, 45.0f);
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@ -8,8 +8,6 @@
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#define FLAGS 0x00000000
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#define THIS ((EnItem00*)thisx)
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void EnItem00_Init(Actor* thisx, PlayState* play);
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void EnItem00_Destroy(Actor* thisx, PlayState* play);
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void EnItem00_Update(Actor* thisx, PlayState* play);
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@ -74,7 +72,7 @@ void EnItem00_SetObject(EnItem00* this, PlayState* play, f32* shadowOffset, f32*
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}
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void EnItem00_Init(Actor* thisx, PlayState* play) {
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EnItem00* this = THIS;
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EnItem00* this = (EnItem00*)thisx;
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s32 pad;
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f32 shadowOffset = 980.0f;
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f32 shadowScale = 6.0f;
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@ -312,7 +310,7 @@ void EnItem00_Init(Actor* thisx, PlayState* play) {
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}
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void EnItem00_Destroy(Actor* thisx, PlayState* play) {
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EnItem00* this = THIS;
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EnItem00* this = (EnItem00*)thisx;
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Collider_DestroyCylinder(play, &this->collider);
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}
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@ -489,7 +487,7 @@ void func_800A6A40(EnItem00* this, PlayState* play) {
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}
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void EnItem00_Update(Actor* thisx, PlayState* play) {
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EnItem00* this = THIS;
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EnItem00* this = (EnItem00*)thisx;
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s32 pad;
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Player* player = GET_PLAYER(play);
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s32 sp38 = player->stateFlags3 & PLAYER_STATE3_1000;
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@ -703,7 +701,7 @@ void EnItem00_Update(Actor* thisx, PlayState* play) {
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void EnItem00_Draw(Actor* thisx, PlayState* play) {
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s32 pad;
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EnItem00* this = THIS;
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EnItem00* this = (EnItem00*)thisx;
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if (!(this->unk14E & this->unk150)) {
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switch (this->actor.params) {
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@ -6,8 +6,6 @@
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#include "z64math.h"
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#include "z64save.h"
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#define THIS ((TransitionFade*)thisx)
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typedef enum TransitionFadeDirection {
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/* 0 */ TRANS_FADE_DIR_IN,
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/* 1 */ TRANS_FADE_DIR_OUT
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@ -37,7 +35,7 @@ TransitionProfile TransitionFade_Profile = {
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};
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void TransitionFade_Start(void* thisx) {
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TransitionFade* this = THIS;
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TransitionFade* this = (TransitionFade*)thisx;
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switch (this->type) {
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case TRANS_FADE_TYPE_NONE:
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@ -59,7 +57,7 @@ void TransitionFade_Start(void* thisx) {
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}
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void* TransitionFade_Init(void* thisx) {
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TransitionFade* this = THIS;
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TransitionFade* this = (TransitionFade*)thisx;
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bzero(this, sizeof(TransitionFade));
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return this;
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@ -71,7 +69,7 @@ void TransitionFade_Destroy(void* thisx) {
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void TransitionFade_Update(void* thisx, s32 updateRate) {
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s32 alpha;
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s16 newAlpha;
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TransitionFade* this = THIS;
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TransitionFade* this = (TransitionFade*)thisx;
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switch (this->type) {
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case TRANS_FADE_TYPE_NONE:
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@ -79,7 +77,7 @@ void TransitionFade_Update(void* thisx, s32 updateRate) {
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case TRANS_FADE_TYPE_ONE_WAY:
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//! FAKE:
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THIS->timer += updateRate;
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((TransitionFade*)thisx)->timer += updateRate;
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if (this->timer >= ((void)0, gSaveContext.transFadeDuration)) {
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this->timer = ((void)0, gSaveContext.transFadeDuration);
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@ -114,7 +112,7 @@ void TransitionFade_Update(void* thisx, s32 updateRate) {
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}
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void TransitionFade_Draw(void* thisx, Gfx** gfxP) {
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TransitionFade* this = THIS;
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TransitionFade* this = (TransitionFade*)thisx;
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Gfx* gfx;
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Color_RGBA8_u32* color = &this->color;
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@ -128,19 +126,19 @@ void TransitionFade_Draw(void* thisx, Gfx** gfxP) {
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}
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s32 TransitionFade_IsDone(void* thisx) {
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TransitionFade* this = THIS;
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TransitionFade* this = (TransitionFade*)thisx;
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return this->isDone;
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}
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void TransitionFade_SetColor(void* thisx, u32 color) {
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TransitionFade* this = THIS;
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TransitionFade* this = (TransitionFade*)thisx;
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this->color.rgba = color;
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}
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void TransitionFade_SetType(void* thisx, s32 type) {
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TransitionFade* this = THIS;
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TransitionFade* this = (TransitionFade*)thisx;
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if (type == TRANS_INSTANCE_TYPE_FILL_OUT) {
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this->type = TRANS_FADE_TYPE_ONE_WAY;
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@ -10,8 +10,6 @@
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#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
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#define THIS ((ArmsHook*)thisx)
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void ArmsHook_Init(Actor* thisx, PlayState* play);
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void ArmsHook_Destroy(Actor* thisx, PlayState* play);
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void ArmsHook_Update(Actor* thisx, PlayState* play);
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@ -57,7 +55,7 @@ void ArmsHook_SetupAction(ArmsHook* this, ArmsHookActionFunc actionFunc) {
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}
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void ArmsHook_Init(Actor* thisx, PlayState* play) {
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ArmsHook* this = THIS;
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ArmsHook* this = (ArmsHook*)thisx;
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Collider_InitQuad(play, &this->collider);
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Collider_SetQuad(play, &this->collider, &this->actor, &D_808C1BC0);
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@ -66,7 +64,7 @@ void ArmsHook_Init(Actor* thisx, PlayState* play) {
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}
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void ArmsHook_Destroy(Actor* thisx, PlayState* play) {
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ArmsHook* this = THIS;
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ArmsHook* this = (ArmsHook*)thisx;
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if (this->attachedActor != NULL) {
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this->attachedActor->flags &= ~ACTOR_FLAG_HOOKSHOT_ATTACHED;
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@ -294,7 +292,7 @@ void ArmsHook_Shoot(ArmsHook* this, PlayState* play) {
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}
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void ArmsHook_Update(Actor* thisx, PlayState* play) {
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ArmsHook* this = THIS;
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ArmsHook* this = (ArmsHook*)thisx;
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this->actionFunc(this, play);
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this->unk1EC = this->unk1E0;
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@ -308,7 +306,7 @@ Vec3f D_808C1C40 = { 0.0f, 500.0f, 0.0f };
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Vec3f D_808C1C4C = { 0.0f, -500.0f, 0.0f };
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void ArmsHook_Draw(Actor* thisx, PlayState* play) {
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ArmsHook* this = THIS;
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ArmsHook* this = (ArmsHook*)thisx;
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f32 f0;
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Player* player = GET_PLAYER(play);
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@ -9,8 +9,6 @@
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#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_UPDATE_DURING_OCARINA)
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#define THIS ((ArrowFire*)thisx)
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void ArrowFire_Init(Actor* thisx, PlayState* play);
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void ArrowFire_Destroy(Actor* thisx, PlayState* play);
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void ArrowFire_Update(Actor* thisx, PlayState* play);
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@ -64,7 +62,7 @@ void ArrowFire_SetupAction(ArrowFire* this, ArrowFireActionFunc actionFunc) {
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}
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void ArrowFire_Init(Actor* thisx, PlayState* play) {
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ArrowFire* this = THIS;
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ArrowFire* this = (ArrowFire*)thisx;
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Actor_ProcessInitChain(&this->actor, sInitChain);
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this->radius = 0;
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@ -79,7 +77,7 @@ void ArrowFire_Init(Actor* thisx, PlayState* play) {
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}
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void ArrowFire_Destroy(Actor* thisx, PlayState* play) {
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ArrowFire* this = THIS;
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ArrowFire* this = (ArrowFire*)thisx;
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Magic_Reset(play);
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Collider_DestroyQuad(play, &this->collider1);
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@ -239,7 +237,7 @@ void FireArrow_SetQuadVerticies(ArrowFire* this) {
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void ArrowFire_Draw(Actor* thisx, PlayState* play) {
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EnArrow* arrow;
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ArrowFire* this = THIS;
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ArrowFire* this = (ArrowFire*)thisx;
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u32 frames = play->state.frames;
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s32 pad;
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@ -9,8 +9,6 @@
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#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_UPDATE_DURING_OCARINA)
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#define THIS ((ArrowIce*)thisx)
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void ArrowIce_Init(Actor* thisx, PlayState* play);
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void ArrowIce_Destroy(Actor* thisx, PlayState* play);
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void ArrowIce_Update(Actor* thisx, PlayState* play);
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@ -44,7 +42,7 @@ void ArrowIce_SetupAction(ArrowIce* this, ArrowIceActionFunc actionFunc) {
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}
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void ArrowIce_Init(Actor* thisx, PlayState* play) {
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ArrowIce* this = THIS;
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ArrowIce* this = (ArrowIce*)thisx;
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Actor_ProcessInitChain(&this->actor, sInitChain);
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this->radius = 0;
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@ -174,7 +172,7 @@ void ArrowIce_Fly(ArrowIce* this, PlayState* play) {
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}
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void ArrowIce_Update(Actor* thisx, PlayState* play) {
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ArrowIce* this = THIS;
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ArrowIce* this = (ArrowIce*)thisx;
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if ((play->msgCtx.msgMode == MSGMODE_E) || (play->msgCtx.msgMode == MSGMODE_SONG_PLAYED)) {
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Actor_Kill(&this->actor);
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@ -186,7 +184,7 @@ void ArrowIce_Update(Actor* thisx, PlayState* play) {
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void ArrowIce_Draw(Actor* thisx, PlayState* play) {
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s32 pad;
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ArrowIce* this = THIS;
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ArrowIce* this = (ArrowIce*)thisx;
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Actor* transform;
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u32 stateFrames = play->state.frames;
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EnArrow* arrow = (EnArrow*)this->actor.parent;
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@ -9,8 +9,6 @@
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#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_UPDATE_DURING_OCARINA)
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#define THIS ((ArrowLight*)thisx)
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void ArrowLight_Init(Actor* thisx, PlayState* play);
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void ArrowLight_Destroy(Actor* thisx, PlayState* play);
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void ArrowLight_Update(Actor* thisx, PlayState* play);
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@ -170,7 +168,7 @@ void ArrowLight_Fly(ArrowLight* this, PlayState* play) {
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}
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void ArrowLight_Update(Actor* thisx, PlayState* play) {
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ArrowLight* this = THIS;
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ArrowLight* this = (ArrowLight*)thisx;
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if ((play->msgCtx.msgMode == MSGMODE_E) || (play->msgCtx.msgMode == MSGMODE_SONG_PLAYED)) {
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Actor_Kill(&this->actor);
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@ -9,8 +9,6 @@
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#define FLAGS 0x00000000
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#define THIS ((BgAstrBombwall*)thisx)
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void BgAstrBombwall_Init(Actor* thisx, PlayState* play);
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void BgAstrBombwall_Destroy(Actor* thisx, PlayState* play);
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void BgAstrBombwall_Update(Actor* thisx, PlayState* play);
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@ -99,7 +97,7 @@ void BgAstrBombwall_InitCollider(ColliderTrisInit* init, Vec3f* pos, Vec3s* rot,
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void BgAstrBombwall_Init(Actor* thisx, PlayState* play) {
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s32 pad;
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BgAstrBombwall* this = THIS;
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BgAstrBombwall* this = (BgAstrBombwall*)thisx;
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
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@ -120,7 +118,7 @@ void BgAstrBombwall_Init(Actor* thisx, PlayState* play) {
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}
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void BgAstrBombwall_Destroy(Actor* thisx, PlayState* play) {
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BgAstrBombwall* this = THIS;
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BgAstrBombwall* this = (BgAstrBombwall*)thisx;
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DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
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}
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@ -194,7 +192,7 @@ void func_80C0A4BC(BgAstrBombwall* this, PlayState* play) {
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}
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void BgAstrBombwall_Update(Actor* thisx, PlayState* play) {
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BgAstrBombwall* this = THIS;
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BgAstrBombwall* this = (BgAstrBombwall*)thisx;
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this->actionFunc(this, play);
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}
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@ -9,8 +9,6 @@
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#define FLAGS 0x00000000
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#define THIS ((BgBotihasira*)thisx)
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void BgBotihasira_Init(Actor* thisx, PlayState* play);
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void BgBotihasira_Destroy(Actor* thisx, PlayState* play);
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void BgBotihasira_Update(Actor* thisx, PlayState* play2);
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@ -52,7 +50,7 @@ static ColliderCylinderInit sCylinderInit = {
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void BgBotihasira_Init(Actor* thisx, PlayState* play) {
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s32 pad;
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BgBotihasira* this = THIS;
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BgBotihasira* this = (BgBotihasira*)thisx;
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CollisionHeader* colHeader = NULL;
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if (this->dyna.actor.params == 0) {
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@ -67,7 +65,7 @@ void BgBotihasira_Init(Actor* thisx, PlayState* play) {
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}
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void BgBotihasira_Destroy(Actor* thisx, PlayState* play) {
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BgBotihasira* this = THIS;
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BgBotihasira* this = (BgBotihasira*)thisx;
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if (this->dyna.actor.params == 0) {
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DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
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@ -79,7 +77,7 @@ void BgBotihasira_DoNothing(BgBotihasira* this, PlayState* play) {
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void BgBotihasira_Update(Actor* thisx, PlayState* play2) {
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PlayState* play = play2;
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BgBotihasira* this = THIS;
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BgBotihasira* this = (BgBotihasira*)thisx;
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this->actionFunc(this, play);
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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);
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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) {
|
||||
|
|
|
|||
|
|
@ -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) {
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
|
|
|||
|
|
@ -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)) {
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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)) {
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
|
|
|||
|
|
@ -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) {
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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--;
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
||||
|
|
|
|||
|
|
@ -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)) {
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
|
|
|||
|
|
@ -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));
|
||||
|
|
|
|||
|
|
@ -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));
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
|
|
|||
|
|
@ -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:
|
||||
|
|
|
|||
|
|
@ -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));
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
||||
|
|
|
|||
|
|
@ -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));
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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)) {
|
||||
|
|
|
|||
|
|
@ -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) &&
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
||||
|
|
|
|||
|
|
@ -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:
|
||||
|
|
|
|||
|
|
@ -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));
|
||||
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
|
|
|
|||
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue