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