Renaming spawn functions

This commit is contained in:
Nabnut
2024-09-23 19:13:12 +02:00
parent fbe20325c2
commit 7086187288
80 changed files with 287 additions and 273 deletions

View File

@@ -799,7 +799,7 @@ void func_80387E94(s32 arg0)
marker = reinterpret_cast(ActorMarker *, arg0);
actor1 = marker_getActor(marker);
actorNew = spawn_actor_f32(0x25A, actor1->position, actor1->yaw);
actorNew = actor_spawnWithYaw_f32(0x25A, actor1->position, actor1->yaw);
// Grab the same pointer again for good measure :^)
actor2 = marker_getActor(marker);
@@ -821,7 +821,7 @@ void func_80387F1C(void)
{
jiggy_spawn(JIGGY_35_LAIR_CC_WITCH_SWITCH, tmp);
// FIXME: macro?
__spawnQueue_add_4((GenFunction_4)func_802C4140, ACTOR_4C_STEAM, *(s32 *)&tmp[0], *(s32 *)&tmp[1], *(s32 *)&tmp[2]);
__spawnQueue_add_4((GenFunction_4)spawnQueue_actor_f32, ACTOR_4C_STEAM, *(s32 *)&tmp[0], *(s32 *)&tmp[1], *(s32 *)&tmp[2]);
}
}
@@ -1544,7 +1544,7 @@ void func_803897D4(s32 arg0)
marker1 = reinterpret_cast(ActorMarker *, arg0);
actor1 = marker_getActor(marker1);
actor1 = spawn_actor_f32(0x258, actor1->position, actor1->yaw);
actor1 = actor_spawnWithYaw_f32(0x258, actor1->position, actor1->yaw);
// Grab the same pointer again for good measure
actor2 = marker_getActor(marker1);

View File

@@ -437,7 +437,7 @@ void lair_func_8038F924(Actor *this) {
return;
}
if (!fileProgressFlag_get(FILEPROG_54_CCW_PUZZLE_PODIUM_ACTIVE)) {
func_802C9334(0x20, this);
__bundle_spawnFromFirstActor(0x20, this);
func_80324CFC(0.0f, COMUSIC_43_ENTER_LEVEL_GLITTER, 0x7FFF);
func_80324D2C(2.1f, COMUSIC_43_ENTER_LEVEL_GLITTER);
func_8030E6D4(SFX_113_PAD_APPEARS);

View File

@@ -54,7 +54,7 @@ void func_80390890(ActorMarker *marker, ActorMarker *other_marker) {
subaddie_set_state_with_direction(this, 5, 0.0f, 1);
actor_playAnimationOnce(this);
func_8030E878(SFX_C2_GRUBLIN_EGH, local->unkC_27*0.1 + 0.8, 32000, this->position, 1250.0f, 2500.0f);
__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]));
__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]));
actor_collisionOff(this);
this->is_first_encounter = TRUE;
}