Use PlayState instead of GlobalContext (#1927)
* Use PlayState instead of GlobalContext - GlobalContext -> PlayState - globalCtx -> play - GlobalCtx -> PlayState - globalContext -> playState * Find and replace Gameplay_ with Play_ * Correct some misnamed argument cases
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@@ -17,7 +17,7 @@ extern "C" {
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#include "functions.h"
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#include "macros.h"
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#include "soh/Enhancements/randomizer/adult_trade_shuffle.h"
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extern GlobalContext* gGlobalCtx;
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extern PlayState* gPlayState;
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#include "textures/icon_item_static/icon_item_static.h"
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#include "textures/icon_item_24_static/icon_item_24_static.h"
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@@ -545,7 +545,7 @@ void DrawBGSItemFlag(uint8_t itemID) {
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}
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} else {
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gSaveContext.adultTradeItems &= ~(1 << tradeIndex);
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Inventory_ReplaceItem(gGlobalCtx, itemID, Randomizer_GetNextAdultTradeItem());
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Inventory_ReplaceItem(gPlayState, itemID, Randomizer_GetNextAdultTradeItem());
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}
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}
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}
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@@ -730,8 +730,8 @@ void DrawFlagArray16(const FlagTable& flagTable, uint16_t row, uint16_t& flags)
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void DrawFlagsTab() {
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if (ImGui::TreeNode("Current Scene")) {
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if (gGlobalCtx != nullptr) {
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ActorContext* act = &gGlobalCtx->actorCtx;
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if (gPlayState != nullptr) {
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ActorContext* act = &gPlayState->actorCtx;
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DrawGroupWithBorder([&]() {
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ImGui::Text("Switch");
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@@ -786,18 +786,18 @@ void DrawFlagsTab() {
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ImGui::BeginGroup();
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if (ImGui::Button("Reload Flags")) {
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act->flags.swch = gSaveContext.sceneFlags[gGlobalCtx->sceneNum].swch;
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act->flags.clear = gSaveContext.sceneFlags[gGlobalCtx->sceneNum].clear;
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act->flags.collect = gSaveContext.sceneFlags[gGlobalCtx->sceneNum].collect;
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act->flags.chest = gSaveContext.sceneFlags[gGlobalCtx->sceneNum].chest;
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act->flags.swch = gSaveContext.sceneFlags[gPlayState->sceneNum].swch;
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act->flags.clear = gSaveContext.sceneFlags[gPlayState->sceneNum].clear;
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act->flags.collect = gSaveContext.sceneFlags[gPlayState->sceneNum].collect;
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act->flags.chest = gSaveContext.sceneFlags[gPlayState->sceneNum].chest;
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}
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UIWidgets::SetLastItemHoverText("Load flags from saved scene flags. Normally happens on scene load");
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if (ImGui::Button("Save Flags")) {
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gSaveContext.sceneFlags[gGlobalCtx->sceneNum].swch = act->flags.swch;
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gSaveContext.sceneFlags[gGlobalCtx->sceneNum].clear = act->flags.clear;
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gSaveContext.sceneFlags[gGlobalCtx->sceneNum].collect = act->flags.collect;
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gSaveContext.sceneFlags[gGlobalCtx->sceneNum].chest = act->flags.chest;
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gSaveContext.sceneFlags[gPlayState->sceneNum].swch = act->flags.swch;
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gSaveContext.sceneFlags[gPlayState->sceneNum].clear = act->flags.clear;
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gSaveContext.sceneFlags[gPlayState->sceneNum].collect = act->flags.collect;
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gSaveContext.sceneFlags[gPlayState->sceneNum].chest = act->flags.chest;
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}
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UIWidgets::SetLastItemHoverText("Save current scene flags. Normally happens on scene exit");
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@@ -833,10 +833,10 @@ void DrawFlagsTab() {
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}
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// Don't show current scene button if there is no current scene
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if (gGlobalCtx != nullptr) {
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if (gPlayState != nullptr) {
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ImGui::SameLine();
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if (ImGui::Button("Current")) {
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selectedSceneFlagMap = gGlobalCtx->sceneNum;
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selectedSceneFlagMap = gPlayState->sceneNum;
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}
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UIWidgets::SetLastItemHoverText("Open flags for current scene");
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}
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@@ -1316,8 +1316,8 @@ void DrawQuestStatusTab() {
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}
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void DrawPlayerTab() {
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if (gGlobalCtx != nullptr) {
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Player* player = GET_PLAYER(gGlobalCtx);
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if (gPlayState != nullptr) {
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Player* player = GET_PLAYER(gPlayState);
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const char* curSword;
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const char* curShield;
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const char* curTunic;
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@@ -1434,12 +1434,12 @@ void DrawPlayerTab() {
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ImGui::InputScalar("Gravity", ImGuiDataType_Float, &player->actor.gravity);
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UIWidgets::InsertHelpHoverText("Rate at which Link falls. Default -4.0f");
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if (ImGui::BeginCombo("Link Age on Load", gGlobalCtx->linkAgeOnLoad == 0 ? "Adult" : "Child")) {
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if (ImGui::BeginCombo("Link Age on Load", gPlayState->linkAgeOnLoad == 0 ? "Adult" : "Child")) {
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if (ImGui::Selectable("Adult")) {
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gGlobalCtx->linkAgeOnLoad = 0;
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gPlayState->linkAgeOnLoad = 0;
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}
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if (ImGui::Selectable("Child")) {
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gGlobalCtx->linkAgeOnLoad = 1;
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gPlayState->linkAgeOnLoad = 1;
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}
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ImGui::EndCombo();
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}
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