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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@@ -55,7 +55,7 @@ void EffectShieldParticle_Init(void* thisx, void* initParamsx) {
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this->lightInfo.type = LIGHT_POINT_NOGLOW;
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this->lightInfo.params.point = initParams->lightPoint;
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this->lightNode =
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LightContext_InsertLight(Effect_GetGlobalCtx(), &Effect_GetGlobalCtx()->lightCtx, &this->lightInfo);
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LightContext_InsertLight(Effect_GetPlayState(), &Effect_GetPlayState()->lightCtx, &this->lightInfo);
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} else {
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this->lightNode = NULL;
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}
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@@ -66,10 +66,10 @@ void EffectShieldParticle_Destroy(void* thisx) {
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EffectShieldParticle* this = (EffectShieldParticle*)thisx;
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if ((this != NULL) && (this->lightDecay == true)) {
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if (this->lightNode == Effect_GetGlobalCtx()->lightCtx.listHead) {
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Effect_GetGlobalCtx()->lightCtx.listHead = this->lightNode->next;
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if (this->lightNode == Effect_GetPlayState()->lightCtx.listHead) {
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Effect_GetPlayState()->lightCtx.listHead = this->lightNode->next;
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}
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LightContext_RemoveLight(Effect_GetGlobalCtx(), &Effect_GetGlobalCtx()->lightCtx, this->lightNode);
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LightContext_RemoveLight(Effect_GetPlayState(), &Effect_GetPlayState()->lightCtx, this->lightNode);
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}
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}
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