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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@@ -11,7 +11,7 @@ void SkelCurve_Clear(SkelAnimeCurve* skelCurve) {
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skelCurve->unk_0C = 0.0f;
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}
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s32 SkelCurve_Init(GlobalContext* globalCtx, SkelAnimeCurve* skelCurve, SkelCurveLimbList* limbListSeg,
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s32 SkelCurve_Init(PlayState* play, SkelAnimeCurve* skelCurve, SkelCurveLimbList* limbListSeg,
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TransformUpdateIndex* transUpdIdx) {
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if (ResourceMgr_OTRSigCheck(limbListSeg))
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@@ -29,7 +29,7 @@ s32 SkelCurve_Init(GlobalContext* globalCtx, SkelAnimeCurve* skelCurve, SkelCurv
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return 1;
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}
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void SkelCurve_Destroy(GlobalContext* globalCtx, SkelAnimeCurve* skelCurve) {
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void SkelCurve_Destroy(PlayState* play, SkelAnimeCurve* skelCurve) {
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if (skelCurve->transforms != NULL) {
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ZELDA_ARENA_FREE_DEBUG(skelCurve->transforms);
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}
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@@ -44,7 +44,7 @@ void SkelCurve_SetAnim(SkelAnimeCurve* skelCurve, TransformUpdateIndex* transUpd
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skelCurve->transUpdIdx = transUpdIdx;
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}
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s32 SkelCurve_Update(GlobalContext* globalCtx, SkelAnimeCurve* skelCurve) {
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s32 SkelCurve_Update(PlayState* play, SkelAnimeCurve* skelCurve) {
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s16* transforms;
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u8* transformRefIdx;
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TransformUpdateIndex* transformIndex;
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@@ -99,16 +99,16 @@ s32 SkelCurve_Update(GlobalContext* globalCtx, SkelAnimeCurve* skelCurve) {
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return ret;
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}
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void SkelCurve_DrawLimb(GlobalContext* globalCtx, s32 limbIndex, SkelAnimeCurve* skelCurve,
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void SkelCurve_DrawLimb(PlayState* play, s32 limbIndex, SkelAnimeCurve* skelCurve,
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OverrideCurveLimbDraw overrideLimbDraw, PostCurveLimbDraw postLimbDraw, s32 lod, void* data) {
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SkelCurveLimb* limb = SEGMENTED_TO_VIRTUAL(skelCurve->limbList[limbIndex]);
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OPEN_DISPS(globalCtx->state.gfxCtx);
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OPEN_DISPS(play->state.gfxCtx);
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Matrix_Push();
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if (overrideLimbDraw == NULL ||
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(overrideLimbDraw != NULL && overrideLimbDraw(globalCtx, skelCurve, limbIndex, data))) {
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(overrideLimbDraw != NULL && overrideLimbDraw(play, skelCurve, limbIndex, data))) {
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Vec3f scale;
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Vec3s rot;
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Vec3f pos;
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@@ -135,7 +135,7 @@ void SkelCurve_DrawLimb(GlobalContext* globalCtx, s32 limbIndex, SkelAnimeCurve*
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dList = limb->dList[0];
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if (dList != NULL) {
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gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
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gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
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G_MTX_LOAD | G_MTX_NOPUSH | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_OPA_DISP++, dList);
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}
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@@ -144,13 +144,13 @@ void SkelCurve_DrawLimb(GlobalContext* globalCtx, s32 limbIndex, SkelAnimeCurve*
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dList = limb->dList[0];
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if (dList != NULL) {
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gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
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gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
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G_MTX_LOAD | G_MTX_NOPUSH | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_OPA_DISP++, dList);
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}
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dList = limb->dList[1];
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if (dList != NULL) {
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx),
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
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G_MTX_LOAD | G_MTX_NOPUSH | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, dList);
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}
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@@ -161,25 +161,25 @@ void SkelCurve_DrawLimb(GlobalContext* globalCtx, s32 limbIndex, SkelAnimeCurve*
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}
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if (postLimbDraw != NULL) {
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postLimbDraw(globalCtx, skelCurve, limbIndex, data);
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postLimbDraw(play, skelCurve, limbIndex, data);
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}
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if (limb->firstChildIdx != LIMB_DONE) {
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SkelCurve_DrawLimb(globalCtx, limb->firstChildIdx, skelCurve, overrideLimbDraw, postLimbDraw, lod, data);
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SkelCurve_DrawLimb(play, limb->firstChildIdx, skelCurve, overrideLimbDraw, postLimbDraw, lod, data);
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}
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Matrix_Pop();
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if (limb->nextLimbIdx != LIMB_DONE) {
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SkelCurve_DrawLimb(globalCtx, limb->nextLimbIdx, skelCurve, overrideLimbDraw, postLimbDraw, lod, data);
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SkelCurve_DrawLimb(play, limb->nextLimbIdx, skelCurve, overrideLimbDraw, postLimbDraw, lod, data);
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}
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CLOSE_DISPS(globalCtx->state.gfxCtx);
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CLOSE_DISPS(play->state.gfxCtx);
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}
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void SkelCurve_Draw(Actor* actor, GlobalContext* globalCtx, SkelAnimeCurve* skelCurve,
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void SkelCurve_Draw(Actor* actor, PlayState* play, SkelAnimeCurve* skelCurve,
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OverrideCurveLimbDraw overrideLimbDraw, PostCurveLimbDraw postLimbDraw, s32 lod, void* data) {
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if (skelCurve->transforms != NULL) {
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SkelCurve_DrawLimb(globalCtx, 0, skelCurve, overrideLimbDraw, postLimbDraw, lod, data);
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SkelCurve_DrawLimb(play, 0, skelCurve, overrideLimbDraw, postLimbDraw, lod, data);
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}
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}
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