Renaming spawn functions
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@@ -799,7 +799,7 @@ void func_80387E94(s32 arg0)
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marker = reinterpret_cast(ActorMarker *, arg0);
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actor1 = marker_getActor(marker);
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actorNew = spawn_actor_f32(0x25A, actor1->position, actor1->yaw);
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actorNew = actor_spawnWithYaw_f32(0x25A, actor1->position, actor1->yaw);
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// Grab the same pointer again for good measure :^)
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actor2 = marker_getActor(marker);
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@@ -821,7 +821,7 @@ void func_80387F1C(void)
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{
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jiggy_spawn(JIGGY_35_LAIR_CC_WITCH_SWITCH, tmp);
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// FIXME: macro?
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__spawnQueue_add_4((GenFunction_4)func_802C4140, ACTOR_4C_STEAM, *(s32 *)&tmp[0], *(s32 *)&tmp[1], *(s32 *)&tmp[2]);
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__spawnQueue_add_4((GenFunction_4)spawnQueue_actor_f32, ACTOR_4C_STEAM, *(s32 *)&tmp[0], *(s32 *)&tmp[1], *(s32 *)&tmp[2]);
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}
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}
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@@ -1544,7 +1544,7 @@ void func_803897D4(s32 arg0)
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marker1 = reinterpret_cast(ActorMarker *, arg0);
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actor1 = marker_getActor(marker1);
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actor1 = spawn_actor_f32(0x258, actor1->position, actor1->yaw);
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actor1 = actor_spawnWithYaw_f32(0x258, actor1->position, actor1->yaw);
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// Grab the same pointer again for good measure
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actor2 = marker_getActor(marker1);
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@@ -437,7 +437,7 @@ void lair_func_8038F924(Actor *this) {
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return;
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}
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if (!fileProgressFlag_get(FILEPROG_54_CCW_PUZZLE_PODIUM_ACTIVE)) {
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func_802C9334(0x20, this);
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__bundle_spawnFromFirstActor(0x20, this);
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func_80324CFC(0.0f, COMUSIC_43_ENTER_LEVEL_GLITTER, 0x7FFF);
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func_80324D2C(2.1f, COMUSIC_43_ENTER_LEVEL_GLITTER);
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func_8030E6D4(SFX_113_PAD_APPEARS);
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@@ -54,7 +54,7 @@ void func_80390890(ActorMarker *marker, ActorMarker *other_marker) {
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subaddie_set_state_with_direction(this, 5, 0.0f, 1);
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actor_playAnimationOnce(this);
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func_8030E878(SFX_C2_GRUBLIN_EGH, local->unkC_27*0.1 + 0.8, 32000, this->position, 1250.0f, 2500.0f);
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__spawnQueue_add_4((GenFunction_4)func_802C4140, ACTOR_4C_STEAM, reinterpret_cast(s32, this->position[0]), reinterpret_cast(s32, this->position[1]), reinterpret_cast(s32, this->position[2]));
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__spawnQueue_add_4((GenFunction_4)spawnQueue_actor_f32, ACTOR_4C_STEAM, reinterpret_cast(s32, this->position[0]), reinterpret_cast(s32, this->position[1]), reinterpret_cast(s32, this->position[2]));
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actor_collisionOff(this);
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this->is_first_encounter = TRUE;
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}
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