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
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
926 changed files with 41210 additions and 41210 deletions

View file

@ -31,24 +31,24 @@ s32 Object_Spawn(ObjectContext* objectCtx, s16 objectId) {
return objectCtx->num - 1;
}
void Object_InitBank(GlobalContext* globalCtx, ObjectContext* objectCtx) {
GlobalContext* globalCtx2 = globalCtx; // Needs to be a new variable to match (possibly a sub struct?)
void Object_InitBank(PlayState* play, ObjectContext* objectCtx) {
PlayState* play2 = play; // Needs to be a new variable to match (possibly a sub struct?)
size_t spaceSize;
s32 i;
if (globalCtx2->sceneNum == SCENE_SPOT00) {
if (play2->sceneNum == SCENE_SPOT00) {
spaceSize = 1024000;
} else if (globalCtx2->sceneNum == SCENE_GANON_DEMO) {
} else if (play2->sceneNum == SCENE_GANON_DEMO) {
if (gSaveContext.sceneSetupIndex != 4) {
spaceSize = 1177600;
} else {
spaceSize = 1024000;
}
} else if (globalCtx2->sceneNum == SCENE_JYASINBOSS) {
} else if (play2->sceneNum == SCENE_JYASINBOSS) {
spaceSize = 1075200;
} else if (globalCtx2->sceneNum == SCENE_KENJYANOMA) {
} else if (play2->sceneNum == SCENE_KENJYANOMA) {
spaceSize = 1075200;
} else if (globalCtx2->sceneNum == SCENE_GANON_BOSS) {
} else if (play2->sceneNum == SCENE_GANON_BOSS) {
spaceSize = 1075200;
} else {
spaceSize = 1024000;
@ -68,7 +68,7 @@ void Object_InitBank(GlobalContext* globalCtx, ObjectContext* objectCtx) {
osSyncPrintf(VT_RST);
objectCtx->spaceStart = objectCtx->status[0].segment =
GAMESTATE_ALLOC_MC(&globalCtx->state, spaceSize);
GAMESTATE_ALLOC_MC(&play->state, spaceSize);
objectCtx->spaceEnd = (void*)((uintptr_t)objectCtx->spaceStart + spaceSize);
objectCtx->mainKeepIndex = Object_Spawn(objectCtx, OBJECT_GAMEPLAY_KEEP);
@ -160,7 +160,7 @@ void* func_800982FC(ObjectContext* objectCtx, s32 bankIndex, s16 objectId) {
return nextPtr;
}
s32 Scene_ExecuteCommands(GlobalContext* globalCtx, SceneCmd* sceneCmd) {
s32 Scene_ExecuteCommands(PlayState* play, SceneCmd* sceneCmd) {
u32 cmdCode;
while (true) {
@ -173,7 +173,7 @@ s32 Scene_ExecuteCommands(GlobalContext* globalCtx, SceneCmd* sceneCmd) {
}
if (cmdCode < ARRAY_COUNT(gSceneCmdHandlers)) {
gSceneCmdHandlers[cmdCode](globalCtx, sceneCmd);
gSceneCmdHandlers[cmdCode](play, sceneCmd);
} else {
osSyncPrintf(VT_FGCOL(RED));
osSyncPrintf("code の値が異常です\n"); // "code variable is abnormal"
@ -184,29 +184,29 @@ s32 Scene_ExecuteCommands(GlobalContext* globalCtx, SceneCmd* sceneCmd) {
return 0;
}
void Scene_CommandSpawnList(GlobalContext* globalCtx, SceneCmd* cmd) {
ActorEntry* linkEntry = globalCtx->linkActorEntry = (ActorEntry*)SEGMENTED_TO_VIRTUAL(cmd->spawnList.segment) +
globalCtx->setupEntranceList[globalCtx->curSpawn].spawn;
void Scene_CommandSpawnList(PlayState* play, SceneCmd* cmd) {
ActorEntry* linkEntry = play->linkActorEntry = (ActorEntry*)SEGMENTED_TO_VIRTUAL(cmd->spawnList.segment) +
play->setupEntranceList[play->curSpawn].spawn;
s16 linkObjectId;
globalCtx->linkAgeOnLoad = ((void)0, gSaveContext.linkAge);
play->linkAgeOnLoad = ((void)0, gSaveContext.linkAge);
linkObjectId = gLinkObjectIds[((void)0, gSaveContext.linkAge)];
gActorOverlayTable[linkEntry->id].initInfo->objectId = linkObjectId;
Object_Spawn(&globalCtx->objectCtx, linkObjectId);
Object_Spawn(&play->objectCtx, linkObjectId);
}
void Scene_CommandActorList(GlobalContext* globalCtx, SceneCmd* cmd) {
globalCtx->numSetupActors = cmd->actorList.num;
globalCtx->setupActorList = SEGMENTED_TO_VIRTUAL(cmd->actorList.segment);
void Scene_CommandActorList(PlayState* play, SceneCmd* cmd) {
play->numSetupActors = cmd->actorList.num;
play->setupActorList = SEGMENTED_TO_VIRTUAL(cmd->actorList.segment);
}
void Scene_CommandUnused2(GlobalContext* globalCtx, SceneCmd* cmd) {
globalCtx->unk_11DFC = SEGMENTED_TO_VIRTUAL(cmd->unused02.segment);
void Scene_CommandUnused2(PlayState* play, SceneCmd* cmd) {
play->unk_11DFC = SEGMENTED_TO_VIRTUAL(cmd->unused02.segment);
}
void Scene_CommandCollisionHeader(GlobalContext* globalCtx, SceneCmd* cmd) {
void Scene_CommandCollisionHeader(PlayState* play, SceneCmd* cmd) {
CollisionHeader* colHeader = SEGMENTED_TO_VIRTUAL(cmd->colHeader.segment);
colHeader->vtxList = SEGMENTED_TO_VIRTUAL(colHeader->vtxList);
@ -215,41 +215,41 @@ void Scene_CommandCollisionHeader(GlobalContext* globalCtx, SceneCmd* cmd) {
colHeader->cameraDataList = SEGMENTED_TO_VIRTUAL(colHeader->cameraDataList);
colHeader->waterBoxes = SEGMENTED_TO_VIRTUAL(colHeader->waterBoxes);
BgCheck_Allocate(&globalCtx->colCtx, globalCtx, colHeader);
BgCheck_Allocate(&play->colCtx, play, colHeader);
}
void Scene_CommandRoomList(GlobalContext* globalCtx, SceneCmd* cmd) {
globalCtx->numRooms = cmd->roomList.num;
globalCtx->roomList = SEGMENTED_TO_VIRTUAL(cmd->roomList.segment);
void Scene_CommandRoomList(PlayState* play, SceneCmd* cmd) {
play->numRooms = cmd->roomList.num;
play->roomList = SEGMENTED_TO_VIRTUAL(cmd->roomList.segment);
}
void Scene_CommandEntranceList(GlobalContext* globalCtx, SceneCmd* cmd) {
globalCtx->setupEntranceList = SEGMENTED_TO_VIRTUAL(cmd->entranceList.segment);
void Scene_CommandEntranceList(PlayState* play, SceneCmd* cmd) {
play->setupEntranceList = SEGMENTED_TO_VIRTUAL(cmd->entranceList.segment);
}
void Scene_CommandSpecialFiles(GlobalContext* globalCtx, SceneCmd* cmd) {
void Scene_CommandSpecialFiles(PlayState* play, SceneCmd* cmd) {
if (cmd->specialFiles.keepObjectId != OBJECT_INVALID) {
globalCtx->objectCtx.subKeepIndex = Object_Spawn(&globalCtx->objectCtx, cmd->specialFiles.keepObjectId);
gSegments[5] = VIRTUAL_TO_PHYSICAL(globalCtx->objectCtx.status[globalCtx->objectCtx.subKeepIndex].segment);
play->objectCtx.subKeepIndex = Object_Spawn(&play->objectCtx, cmd->specialFiles.keepObjectId);
gSegments[5] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[play->objectCtx.subKeepIndex].segment);
}
if (cmd->specialFiles.cUpElfMsgNum != 0) {
globalCtx->cUpElfMsgs = Gameplay_LoadFile(globalCtx, &sNaviMsgFiles[cmd->specialFiles.cUpElfMsgNum - 1]);
play->cUpElfMsgs = Play_LoadFile(play, &sNaviMsgFiles[cmd->specialFiles.cUpElfMsgNum - 1]);
}
}
void Scene_CommandRoomBehavior(GlobalContext* globalCtx, SceneCmd* cmd) {
globalCtx->roomCtx.curRoom.behaviorType1 = cmd->roomBehavior.gpFlag1;
globalCtx->roomCtx.curRoom.behaviorType2 = cmd->roomBehavior.gpFlag2 & 0xFF;
globalCtx->roomCtx.curRoom.lensMode = (cmd->roomBehavior.gpFlag2 >> 8) & 1;
globalCtx->msgCtx.disableWarpSongs = (cmd->roomBehavior.gpFlag2 >> 0xA) & 1;
void Scene_CommandRoomBehavior(PlayState* play, SceneCmd* cmd) {
play->roomCtx.curRoom.behaviorType1 = cmd->roomBehavior.gpFlag1;
play->roomCtx.curRoom.behaviorType2 = cmd->roomBehavior.gpFlag2 & 0xFF;
play->roomCtx.curRoom.lensMode = (cmd->roomBehavior.gpFlag2 >> 8) & 1;
play->msgCtx.disableWarpSongs = (cmd->roomBehavior.gpFlag2 >> 0xA) & 1;
}
void Scene_CommandMeshHeader(GlobalContext* globalCtx, SceneCmd* cmd) {
globalCtx->roomCtx.curRoom.meshHeader = SEGMENTED_TO_VIRTUAL(cmd->mesh.segment);
void Scene_CommandMeshHeader(PlayState* play, SceneCmd* cmd) {
play->roomCtx.curRoom.meshHeader = SEGMENTED_TO_VIRTUAL(cmd->mesh.segment);
}
void Scene_CommandObjectList(GlobalContext* globalCtx, SceneCmd* cmd) {
void Scene_CommandObjectList(PlayState* play, SceneCmd* cmd) {
s32 i;
s32 j;
s32 k;
@ -260,19 +260,19 @@ void Scene_CommandObjectList(GlobalContext* globalCtx, SceneCmd* cmd) {
void* nextPtr;
k = 0;
i = globalCtx->objectCtx.unk_09;
firstStatus = &globalCtx->objectCtx.status[0];
status = &globalCtx->objectCtx.status[i];
i = play->objectCtx.unk_09;
firstStatus = &play->objectCtx.status[0];
status = &play->objectCtx.status[i];
while (i < globalCtx->objectCtx.num) {
while (i < play->objectCtx.num) {
if (status->id != *objectEntry) {
status2 = &globalCtx->objectCtx.status[i];
for (j = i; j < globalCtx->objectCtx.num; j++) {
status2 = &play->objectCtx.status[i];
for (j = i; j < play->objectCtx.num; j++) {
status2->id = OBJECT_INVALID;
status2++;
}
globalCtx->objectCtx.num = i;
func_80031A28(globalCtx, &globalCtx->actorCtx);
play->objectCtx.num = i;
func_80031A28(play, &play->actorCtx);
continue;
}
@ -286,7 +286,7 @@ void Scene_CommandObjectList(GlobalContext* globalCtx, SceneCmd* cmd) {
ASSERT(cmd->objectList.num <= OBJECT_EXCHANGE_BANK_MAX);
while (k < cmd->objectList.num) {
nextPtr = func_800982FC(&globalCtx->objectCtx, i, *objectEntry);
nextPtr = func_800982FC(&play->objectCtx, i, *objectEntry);
if (i < OBJECT_EXCHANGE_BANK_MAX - 1) {
firstStatus[i + 1].segment = nextPtr;
}
@ -295,69 +295,69 @@ void Scene_CommandObjectList(GlobalContext* globalCtx, SceneCmd* cmd) {
objectEntry++;
}
globalCtx->objectCtx.num = i;
play->objectCtx.num = i;
}
void Scene_CommandLightList(GlobalContext* globalCtx, SceneCmd* cmd) {
void Scene_CommandLightList(PlayState* play, SceneCmd* cmd) {
s32 i;
LightInfo* lightInfo = SEGMENTED_TO_VIRTUAL(cmd->lightList.segment);
for (i = 0; i < cmd->lightList.num; i++) {
LightContext_InsertLight(globalCtx, &globalCtx->lightCtx, lightInfo);
LightContext_InsertLight(play, &play->lightCtx, lightInfo);
lightInfo++;
}
}
void Scene_CommandPathList(GlobalContext* globalCtx, SceneCmd* cmd) {
globalCtx->setupPathList = SEGMENTED_TO_VIRTUAL(cmd->pathList.segment);
void Scene_CommandPathList(PlayState* play, SceneCmd* cmd) {
play->setupPathList = SEGMENTED_TO_VIRTUAL(cmd->pathList.segment);
}
void Scene_CommandTransitionActorList(GlobalContext* globalCtx, SceneCmd* cmd) {
globalCtx->transiActorCtx.numActors = cmd->transiActorList.num;
globalCtx->transiActorCtx.list = SEGMENTED_TO_VIRTUAL(cmd->transiActorList.segment);
void Scene_CommandTransitionActorList(PlayState* play, SceneCmd* cmd) {
play->transiActorCtx.numActors = cmd->transiActorList.num;
play->transiActorCtx.list = SEGMENTED_TO_VIRTUAL(cmd->transiActorList.segment);
}
void TransitionActor_InitContext(GameState* state, TransitionActorContext* transiActorCtx) {
transiActorCtx->numActors = 0;
}
void Scene_CommandLightSettingsList(GlobalContext* globalCtx, SceneCmd* cmd) {
globalCtx->envCtx.numLightSettings = cmd->lightSettingList.num;
globalCtx->envCtx.lightSettingsList = SEGMENTED_TO_VIRTUAL(cmd->lightSettingList.segment);
void Scene_CommandLightSettingsList(PlayState* play, SceneCmd* cmd) {
play->envCtx.numLightSettings = cmd->lightSettingList.num;
play->envCtx.lightSettingsList = SEGMENTED_TO_VIRTUAL(cmd->lightSettingList.segment);
}
void Scene_CommandSkyboxSettings(GlobalContext* globalCtx, SceneCmd* cmd) {
globalCtx->skyboxId = cmd->skyboxSettings.skyboxId;
globalCtx->envCtx.unk_17 = globalCtx->envCtx.unk_18 = cmd->skyboxSettings.unk_05;
globalCtx->envCtx.indoors = cmd->skyboxSettings.unk_06;
void Scene_CommandSkyboxSettings(PlayState* play, SceneCmd* cmd) {
play->skyboxId = cmd->skyboxSettings.skyboxId;
play->envCtx.unk_17 = play->envCtx.unk_18 = cmd->skyboxSettings.unk_05;
play->envCtx.indoors = cmd->skyboxSettings.unk_06;
}
void Scene_CommandSkyboxDisables(GlobalContext* globalCtx, SceneCmd* cmd) {
globalCtx->envCtx.skyboxDisabled = cmd->skyboxDisables.unk_04;
globalCtx->envCtx.sunMoonDisabled = cmd->skyboxDisables.unk_05;
void Scene_CommandSkyboxDisables(PlayState* play, SceneCmd* cmd) {
play->envCtx.skyboxDisabled = cmd->skyboxDisables.unk_04;
play->envCtx.sunMoonDisabled = cmd->skyboxDisables.unk_05;
}
void Scene_CommandTimeSettings(GlobalContext* globalCtx, SceneCmd* cmd) {
void Scene_CommandTimeSettings(PlayState* play, SceneCmd* cmd) {
if ((cmd->timeSettings.hour != 0xFF) && (cmd->timeSettings.min != 0xFF)) {
gSaveContext.skyboxTime = gSaveContext.dayTime =
((cmd->timeSettings.hour + (cmd->timeSettings.min / 60.0f)) * 60.0f) / ((f32)(24 * 60) / 0x10000);
}
if (cmd->timeSettings.unk_06 != 0xFF) {
globalCtx->envCtx.timeIncrement = cmd->timeSettings.unk_06;
play->envCtx.timeIncrement = cmd->timeSettings.unk_06;
} else {
globalCtx->envCtx.timeIncrement = 0;
play->envCtx.timeIncrement = 0;
}
if (gSaveContext.sunsSongState == SUNSSONG_INACTIVE) {
gTimeIncrement = globalCtx->envCtx.timeIncrement;
gTimeIncrement = play->envCtx.timeIncrement;
}
globalCtx->envCtx.sunPos.x = -(Math_SinS(((void)0, gSaveContext.dayTime) - 0x8000) * 120.0f) * 25.0f;
globalCtx->envCtx.sunPos.y = (Math_CosS(((void)0, gSaveContext.dayTime) - 0x8000) * 120.0f) * 25.0f;
globalCtx->envCtx.sunPos.z = (Math_CosS(((void)0, gSaveContext.dayTime) - 0x8000) * 20.0f) * 25.0f;
play->envCtx.sunPos.x = -(Math_SinS(((void)0, gSaveContext.dayTime) - 0x8000) * 120.0f) * 25.0f;
play->envCtx.sunPos.y = (Math_CosS(((void)0, gSaveContext.dayTime) - 0x8000) * 120.0f) * 25.0f;
play->envCtx.sunPos.z = (Math_CosS(((void)0, gSaveContext.dayTime) - 0x8000) * 20.0f) * 25.0f;
if (((globalCtx->envCtx.timeIncrement == 0) && (gSaveContext.cutsceneIndex < 0xFFF0)) ||
if (((play->envCtx.timeIncrement == 0) && (gSaveContext.cutsceneIndex < 0xFFF0)) ||
(gSaveContext.entranceIndex == 0x0604)) {
gSaveContext.skyboxTime = ((void)0, gSaveContext.dayTime);
if ((gSaveContext.skyboxTime >= 0x2AAC) && (gSaveContext.skyboxTime < 0x4555)) {
@ -372,39 +372,39 @@ void Scene_CommandTimeSettings(GlobalContext* globalCtx, SceneCmd* cmd) {
}
}
void Scene_CommandWindSettings(GlobalContext* globalCtx, SceneCmd* cmd) {
void Scene_CommandWindSettings(PlayState* play, SceneCmd* cmd) {
s8 x = cmd->windSettings.x;
s8 y = cmd->windSettings.y;
s8 z = cmd->windSettings.z;
globalCtx->envCtx.windDirection.x = x;
globalCtx->envCtx.windDirection.y = y;
globalCtx->envCtx.windDirection.z = z;
play->envCtx.windDirection.x = x;
play->envCtx.windDirection.y = y;
play->envCtx.windDirection.z = z;
globalCtx->envCtx.windSpeed = cmd->windSettings.unk_07;
play->envCtx.windSpeed = cmd->windSettings.unk_07;
}
void Scene_CommandExitList(GlobalContext* globalCtx, SceneCmd* cmd) {
globalCtx->setupExitList = SEGMENTED_TO_VIRTUAL(cmd->exitList.segment);
void Scene_CommandExitList(PlayState* play, SceneCmd* cmd) {
play->setupExitList = SEGMENTED_TO_VIRTUAL(cmd->exitList.segment);
}
void Scene_CommandUndefined9(GlobalContext* globalCtx, SceneCmd* cmd) {
void Scene_CommandUndefined9(PlayState* play, SceneCmd* cmd) {
}
void Scene_CommandSoundSettings(GlobalContext* globalCtx, SceneCmd* cmd) {
globalCtx->sequenceCtx.seqId = cmd->soundSettings.seqId;
globalCtx->sequenceCtx.natureAmbienceId = cmd->soundSettings.natureAmbienceId;
void Scene_CommandSoundSettings(PlayState* play, SceneCmd* cmd) {
play->sequenceCtx.seqId = cmd->soundSettings.seqId;
play->sequenceCtx.natureAmbienceId = cmd->soundSettings.natureAmbienceId;
if (gSaveContext.seqId == (u8)NA_BGM_DISABLED) {
Audio_QueueSeqCmd(cmd->soundSettings.specId | 0xF0000000);
}
}
void Scene_CommandEchoSettings(GlobalContext* globalCtx, SceneCmd* cmd) {
globalCtx->roomCtx.curRoom.echo = cmd->echoSettings.echo;
void Scene_CommandEchoSettings(PlayState* play, SceneCmd* cmd) {
play->roomCtx.curRoom.echo = cmd->echoSettings.echo;
}
void Scene_CommandAlternateHeaderList(GlobalContext* globalCtx, SceneCmd* cmd) {
void Scene_CommandAlternateHeaderList(PlayState* play, SceneCmd* cmd) {
s32 pad;
SceneCmd* altHeader;
@ -416,7 +416,7 @@ void Scene_CommandAlternateHeaderList(GlobalContext* globalCtx, SceneCmd* cmd) {
altHeader = ((SceneCmd**)SEGMENTED_TO_VIRTUAL(cmd->altHeaders.segment))[gSaveContext.sceneSetupIndex - 1];
if (altHeader != NULL) {
Scene_ExecuteCommands(globalCtx, SEGMENTED_TO_VIRTUAL(altHeader));
Scene_ExecuteCommands(play, SEGMENTED_TO_VIRTUAL(altHeader));
(cmd + 1)->base.code = SCENE_CMD_ID_END;
} else {
// "Coughh! There is no specified dataaaaa!"
@ -430,7 +430,7 @@ void Scene_CommandAlternateHeaderList(GlobalContext* globalCtx, SceneCmd* cmd) {
osSyncPrintf("\nそこで、大人の昼データを使用するでええっす!!");
if (altHeader != NULL) {
Scene_ExecuteCommands(globalCtx, SEGMENTED_TO_VIRTUAL(altHeader));
Scene_ExecuteCommands(play, SEGMENTED_TO_VIRTUAL(altHeader));
(cmd + 1)->base.code = SCENE_CMD_ID_END;
}
}
@ -438,24 +438,24 @@ void Scene_CommandAlternateHeaderList(GlobalContext* globalCtx, SceneCmd* cmd) {
}
}
void Scene_CommandCutsceneData(GlobalContext* globalCtx, SceneCmd* cmd) {
osSyncPrintf("\ngame_play->demo_play.data=[%x]", globalCtx->csCtx.segment);
globalCtx->csCtx.segment = SEGMENTED_TO_VIRTUAL(cmd->cutsceneData.segment);
void Scene_CommandCutsceneData(PlayState* play, SceneCmd* cmd) {
osSyncPrintf("\ngame_play->demo_play.data=[%x]", play->csCtx.segment);
play->csCtx.segment = SEGMENTED_TO_VIRTUAL(cmd->cutsceneData.segment);
}
// Camera & World Map Area
void Scene_CommandMiscSettings(GlobalContext* globalCtx, SceneCmd* cmd) {
void Scene_CommandMiscSettings(PlayState* play, SceneCmd* cmd) {
YREG(15) = cmd->miscSettings.cameraMovement;
gSaveContext.worldMapArea = cmd->miscSettings.area;
if ((globalCtx->sceneNum == SCENE_SHOP1) || (globalCtx->sceneNum == SCENE_SYATEKIJYOU)) {
if ((play->sceneNum == SCENE_SHOP1) || (play->sceneNum == SCENE_SYATEKIJYOU)) {
if (LINK_AGE_IN_YEARS == YEARS_ADULT) {
gSaveContext.worldMapArea = 1;
}
}
if (((globalCtx->sceneNum >= SCENE_SPOT00) && (globalCtx->sceneNum <= SCENE_GANON_TOU)) ||
((globalCtx->sceneNum >= SCENE_ENTRA) && (globalCtx->sceneNum <= SCENE_SHRINE_R))) {
if (((play->sceneNum >= SCENE_SPOT00) && (play->sceneNum <= SCENE_GANON_TOU)) ||
((play->sceneNum >= SCENE_ENTRA) && (play->sceneNum <= SCENE_SHRINE_R))) {
if (gSaveContext.cutsceneIndex < 0xFFF0) {
gSaveContext.worldMapAreaData |= gBitFlags[gSaveContext.worldMapArea];
osSyncPrintf(" _%x (%d)\n", gSaveContext.worldMapAreaData,
@ -464,7 +464,7 @@ void Scene_CommandMiscSettings(GlobalContext* globalCtx, SceneCmd* cmd) {
}
}
void (*gSceneCmdHandlers[SCENE_CMD_ID_MAX])(GlobalContext*, SceneCmd*) = {
void (*gSceneCmdHandlers[SCENE_CMD_ID_MAX])(PlayState*, SceneCmd*) = {
Scene_CommandSpawnList, // SCENE_CMD_ID_SPAWN_LIST
Scene_CommandActorList, // SCENE_CMD_ID_ACTOR_LIST
Scene_CommandUnused2, // SCENE_CMD_ID_UNUSED_2