PlayState rename (#835)

* PlayState rename

* Make this work with the latest master and run format

* Respond to hensldm's review

* Respond to Elliptic's review

* Add Effect_GetPlayState to namefixer.py

* Add missed comma
This commit is contained in:
Tom Overton
2022-06-26 11:57:37 -04:00
committed by GitHub
parent f77c4770f7
commit 158d1b26b0
1175 changed files with 36240 additions and 36688 deletions
+5 -5
View File
@@ -139,18 +139,18 @@ All compound flag lists (e.g. `ACTOR_FLAG_4 | ACTOR_FLAG_8`) should be listed in
- Use `sizeof` or `ARRAY_COUNT`/`ARRAY_COUNTU` where it makes sense, e.g. in loops that are using an array.
- clang-format sometimes does weird things to array formatting. Experiment with and without a comma after the last element and see which looks better.
## GlobalCtx2
## Play2
In some particular instances, IDO requires the function argument `globalCtx` to be cast to a second variable of the same type to match. In these particular instances, the function argument should be renamed to `globalCtx2` and than this `globalCtx2` just assigned to a stack variable called `globalCtx`. This cast should occur before the actor `THIS` cast is made. For example in `z_en_firefly.c`
In some particular instances, IDO requires the function argument `play` to be cast to a second variable of the same type to match. In these particular instances, the function argument should be renamed to `play2` and than this `play2` just assigned to a stack variable called `play`. This cast should occur before the actor `THIS` cast is made. For example in `z_en_firefly.c`
```c
void EnFirefly_Update(Actor* thisx, GlobalContext* globalCtx2) {
GlobalContext* globalCtx = globalCtx2;
void EnFirefly_Update(Actor* thisx, PlayState* play2) {
PlayState* play = play2;
EnFirefly* this = THIS;
```
In other places the cast is actually not explictly needed, but a stack `pad` variable is still needed. For this there should just be a stack variable called `pad` of type `s32` before the actor `THIS` cast. For example in `z_bg_goron_oyu`
```c
void BgGoronOyu_Init(Actor* thisx, GlobalContext* globalCtx) {
void BgGoronOyu_Init(Actor* thisx, PlayState* play) {
s32 pad;
BgGoronOyu* this = THIS;
CollisionHeader* colHeader = NULL;