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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@@ -33,8 +33,8 @@ EffectInfo sEffectInfoTable[] = {
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},
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};
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GlobalContext* Effect_GetGlobalCtx(void) {
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return sEffectContext.globalCtx;
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PlayState* Effect_GetPlayState(void) {
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return sEffectContext.play;
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}
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void* Effect_GetByIndex(s32 index) {
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@@ -77,7 +77,7 @@ void Effect_InitStatus(EffectStatus* status) {
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status->unk_02 = 0;
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}
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void Effect_InitContext(GlobalContext* globalCtx) {
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void Effect_InitContext(PlayState* play) {
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s32 i;
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for (i = 0; i < SPARK_COUNT; i++) {
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@@ -93,10 +93,10 @@ void Effect_InitContext(GlobalContext* globalCtx) {
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Effect_InitStatus(&sEffectContext.blures[i].status);
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}
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sEffectContext.globalCtx = globalCtx;
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sEffectContext.play = play;
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}
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void Effect_Add(GlobalContext* globalCtx, s32* pIndex, s32 type, u8 arg3, u8 arg4, void* initParams) {
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void Effect_Add(PlayState* play, s32* pIndex, s32 type, u8 arg3, u8 arg4, void* initParams) {
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s32 i;
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u32 slotFound;
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void* effect = NULL;
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@@ -104,7 +104,7 @@ void Effect_Add(GlobalContext* globalCtx, s32* pIndex, s32 type, u8 arg3, u8 arg
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*pIndex = TOTAL_EFFECT_COUNT;
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if (FrameAdvance_IsEnabled(globalCtx) != true) {
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if (FrameAdvance_IsEnabled(play) != true) {
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slotFound = false;
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switch (type) {
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case EFFECT_SPARK:
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@@ -178,13 +178,13 @@ void Effect_DrawAll(GraphicsContext* gfxCtx) {
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}
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}
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void Effect_UpdateAll(GlobalContext* globalCtx) {
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void Effect_UpdateAll(PlayState* play) {
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s32 i;
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for (i = 0; i < SPARK_COUNT; i++) {
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if (sEffectContext.sparks[i].status.active) {
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if (sEffectInfoTable[EFFECT_SPARK].update(&sEffectContext.sparks[i].effect) == 1) {
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Effect_Delete(globalCtx, i);
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Effect_Delete(play, i);
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}
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}
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}
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@@ -192,7 +192,7 @@ void Effect_UpdateAll(GlobalContext* globalCtx) {
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for (i = 0; i < BLURE_COUNT; i++) {
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if (sEffectContext.blures[i].status.active) {
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if (sEffectInfoTable[EFFECT_BLURE1].update(&sEffectContext.blures[i].effect) == 1) {
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Effect_Delete(globalCtx, i + SPARK_COUNT);
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Effect_Delete(play, i + SPARK_COUNT);
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}
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}
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}
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@@ -200,13 +200,13 @@ void Effect_UpdateAll(GlobalContext* globalCtx) {
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for (i = 0; i < SHIELD_PARTICLE_COUNT; i++) {
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if (sEffectContext.shieldParticles[i].status.active) {
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if (sEffectInfoTable[EFFECT_SHIELD_PARTICLE].update(&sEffectContext.shieldParticles[i].effect) == 1) {
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Effect_Delete(globalCtx, i + SPARK_COUNT + BLURE_COUNT);
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Effect_Delete(play, i + SPARK_COUNT + BLURE_COUNT);
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}
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}
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}
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}
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void Effect_Delete(GlobalContext* globalCtx, s32 index) {
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void Effect_Delete(PlayState* play, s32 index) {
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if (index == TOTAL_EFFECT_COUNT) {
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return;
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}
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@@ -232,7 +232,7 @@ void Effect_Delete(GlobalContext* globalCtx, s32 index) {
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}
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}
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void Effect_DeleteAll(GlobalContext* globalCtx) {
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void Effect_DeleteAll(PlayState* play) {
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s32 i;
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osSyncPrintf("エフェクト総て解放\n"); // "All effect release"
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