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
This commit is contained in:
Garrett Cox
2022-11-06 02:24:34 -06:00
committed by GitHub
parent 710a768d76
commit 99260acaf1
926 changed files with 41210 additions and 41210 deletions

View File

@@ -2,20 +2,20 @@
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_5 | ACTOR_FLAG_25 | ACTOR_FLAG_26)
void (*sPlayerCallInitFunc)(Actor* thisx, GlobalContext* globalCtx);
void (*sPlayerCallDestroyFunc)(Actor* thisx, GlobalContext* globalCtx);
void (*sPlayerCallUpdateFunc)(Actor* thisx, GlobalContext* globalCtx);
void (*sPlayerCallDrawFunc)(Actor* thisx, GlobalContext* globalCtx);
void (*sPlayerCallInitFunc)(Actor* thisx, PlayState* play);
void (*sPlayerCallDestroyFunc)(Actor* thisx, PlayState* play);
void (*sPlayerCallUpdateFunc)(Actor* thisx, PlayState* play);
void (*sPlayerCallDrawFunc)(Actor* thisx, PlayState* play);
void PlayerCall_Init(Actor* thisx, GlobalContext* globalCtx);
void PlayerCall_Destroy(Actor* thisx, GlobalContext* globalCtx);
void PlayerCall_Update(Actor* thisx, GlobalContext* globalCtx);
void PlayerCall_Draw(Actor* thisx, GlobalContext* globalCtx);
void PlayerCall_Init(Actor* thisx, PlayState* play);
void PlayerCall_Destroy(Actor* thisx, PlayState* play);
void PlayerCall_Update(Actor* thisx, PlayState* play);
void PlayerCall_Draw(Actor* thisx, PlayState* play);
void Player_Init(Actor* thisx, GlobalContext* globalCtx);
void Player_Destroy(Actor* thisx, GlobalContext* globalCtx);
void Player_Update(Actor* thisx, GlobalContext* globalCtx);
void Player_Draw(Actor* thisx, GlobalContext* globalCtx);
void Player_Init(Actor* thisx, PlayState* play);
void Player_Destroy(Actor* thisx, PlayState* play);
void Player_Update(Actor* thisx, PlayState* play);
void Player_Draw(Actor* thisx, PlayState* play);
const ActorInit Player_InitVars = {
ACTOR_PLAYER,
@@ -37,23 +37,23 @@ void PlayerCall_InitFuncPtrs(void) {
sPlayerCallDrawFunc = KaleidoManager_GetRamAddr(Player_Draw);
}
void PlayerCall_Init(Actor* thisx, GlobalContext* globalCtx) {
void PlayerCall_Init(Actor* thisx, PlayState* play) {
KaleidoScopeCall_LoadPlayer();
PlayerCall_InitFuncPtrs();
sPlayerCallInitFunc(thisx, globalCtx);
sPlayerCallInitFunc(thisx, play);
}
void PlayerCall_Destroy(Actor* thisx, GlobalContext* globalCtx) {
void PlayerCall_Destroy(Actor* thisx, PlayState* play) {
KaleidoScopeCall_LoadPlayer();
sPlayerCallDestroyFunc(thisx, globalCtx);
sPlayerCallDestroyFunc(thisx, play);
}
void PlayerCall_Update(Actor* thisx, GlobalContext* globalCtx) {
void PlayerCall_Update(Actor* thisx, PlayState* play) {
KaleidoScopeCall_LoadPlayer();
sPlayerCallUpdateFunc(thisx, globalCtx);
sPlayerCallUpdateFunc(thisx, play);
}
void PlayerCall_Draw(Actor* thisx, GlobalContext* globalCtx) {
void PlayerCall_Draw(Actor* thisx, PlayState* play) {
KaleidoScopeCall_LoadPlayer();
sPlayerCallDrawFunc(thisx, globalCtx);
sPlayerCallDrawFunc(thisx, play);
}