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

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@ -1,24 +1,24 @@
#include "global.h"
void SoundSource_InitAll(GlobalContext* globalCtx) {
SoundSource* sources = &globalCtx->soundSources[0];
void SoundSource_InitAll(PlayState* play) {
SoundSource* sources = &play->soundSources[0];
s32 i;
// clang-format off
for (i = 0; i < ARRAY_COUNT(globalCtx->soundSources); i++) { sources[i].countdown = 0; }
for (i = 0; i < ARRAY_COUNT(play->soundSources); i++) { sources[i].countdown = 0; }
// clang-format on
}
void SoundSource_UpdateAll(GlobalContext* globalCtx) {
SoundSource* source = &globalCtx->soundSources[0];
void SoundSource_UpdateAll(PlayState* play) {
SoundSource* source = &play->soundSources[0];
s32 i;
for (i = 0; i < ARRAY_COUNT(globalCtx->soundSources); i++) {
for (i = 0; i < ARRAY_COUNT(play->soundSources); i++) {
if (source->countdown != 0) {
if (DECR(source->countdown) == 0) {
Audio_StopSfxByPos(&source->projectedPos);
} else {
SkinMatrix_Vec3fMtxFMultXYZ(&globalCtx->viewProjectionMtxF, &source->worldPos, &source->projectedPos);
SkinMatrix_Vec3fMtxFMultXYZ(&play->viewProjectionMtxF, &source->worldPos, &source->projectedPos);
}
}
@ -26,15 +26,15 @@ void SoundSource_UpdateAll(GlobalContext* globalCtx) {
}
}
void SoundSource_PlaySfxAtFixedWorldPos(GlobalContext* globalCtx, Vec3f* worldPos, s32 duration, u16 sfxId) {
void SoundSource_PlaySfxAtFixedWorldPos(PlayState* play, Vec3f* worldPos, s32 duration, u16 sfxId) {
s32 countdown;
SoundSource* source;
s32 smallestCountdown = 0xFFFF;
SoundSource* backupSource;
s32 i;
source = &globalCtx->soundSources[0];
for (i = 0; i < ARRAY_COUNT(globalCtx->soundSources); i++) {
source = &play->soundSources[0];
for (i = 0; i < ARRAY_COUNT(play->soundSources); i++) {
if (source->countdown == 0) {
break;
}
@ -49,7 +49,7 @@ void SoundSource_PlaySfxAtFixedWorldPos(GlobalContext* globalCtx, Vec3f* worldPo
}
// If no sound source is available, replace the sound source with the smallest remaining countdown
if (i >= ARRAY_COUNT(globalCtx->soundSources)) {
if (i >= ARRAY_COUNT(play->soundSources)) {
source = backupSource;
Audio_StopSfxByPos(&source->projectedPos);
}
@ -57,6 +57,6 @@ void SoundSource_PlaySfxAtFixedWorldPos(GlobalContext* globalCtx, Vec3f* worldPo
source->worldPos = *worldPos;
source->countdown = duration;
SkinMatrix_Vec3fMtxFMultXYZ(&globalCtx->viewProjectionMtxF, &source->worldPos, &source->projectedPos);
SkinMatrix_Vec3fMtxFMultXYZ(&play->viewProjectionMtxF, &source->worldPos, &source->projectedPos);
Audio_PlaySoundGeneral(sfxId, &source->projectedPos, 4, &D_801333E0, &D_801333E0, &D_801333E8);
}