Shipwright/soh/src/overlays/actors/ovl_En_Scene_Change/z_en_scene_change.c
Baoulettes a5df9dddf0
Use Macro for __FILE__ & __LINE__ when possible (#559)
* First batch some overlay

* Almost all overlay

* effect & gamestate

* kaleido stuffs

* more overlay

* more left over from code folder

* remaining hardcoded line and file

* Open & Close _DISP __FILE__ & __LINE__ clean up

* Some if (1) {} remove

* LOG_xxxx __FILE__ , __LINE__ cleaned

* ASSERT macro __FILE__ __LINE__

* mtx without line/file in functions

* " if (1) {} " & "if (0) {}" and tab/white place

* LogUtils as macro

* GameState_, GameAlloc_, SystemArena_ & ZeldaArena_

* Revert "GameState_, GameAlloc_, SystemArena_ & ZeldaArena_"

This reverts commit 0d85caaf7e.

* Like last commit but as macro

* Fix matrix not using macros

* use function not macro

* DebugArena_* functions
GameAlloc_MallocDebug
BgCheck_PosErrorCheck as macros
removed issues with ; in macro file
2022-07-05 19:29:34 -04:00

70 lines
1.8 KiB
C

/*
* File: z_en_scene_change.c
* Overlay: ovl_En_Scene_Change
* Description: Unknown (Broken Actor)
*/
#include "z_en_scene_change.h"
#define FLAGS 0
void EnSceneChange_Init(Actor* thisx, GlobalContext* globalCtx);
void EnSceneChange_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnSceneChange_Update(Actor* thisx, GlobalContext* globalCtx);
void EnSceneChange_Draw(Actor* thisx, GlobalContext* globalCtx);
void EnSceneChange_DoNothing(EnSceneChange* this, GlobalContext* globalCtx);
const ActorInit En_Scene_Change_InitVars = {
ACTOR_EN_SCENE_CHANGE,
ACTORCAT_PROP,
FLAGS,
OBJECT_JJ,
sizeof(EnSceneChange),
(ActorFunc)EnSceneChange_Init,
(ActorFunc)EnSceneChange_Destroy,
(ActorFunc)EnSceneChange_Update,
(ActorFunc)EnSceneChange_Draw,
NULL,
};
void EnSceneChange_SetupAction(EnSceneChange* this, EnSceneChangeActionFunc actionFunc) {
this->actionFunc = actionFunc;
}
void EnSceneChange_Init(Actor* thisx, GlobalContext* globalCtx) {
EnSceneChange* this = (EnSceneChange*)thisx;
EnSceneChange_SetupAction(this, EnSceneChange_DoNothing);
}
void EnSceneChange_Destroy(Actor* thisx, GlobalContext* globalCtx) {
}
void EnSceneChange_DoNothing(EnSceneChange* this, GlobalContext* globalCtx) {
}
void EnSceneChange_Update(Actor* thisx, GlobalContext* globalCtx) {
EnSceneChange* this = (EnSceneChange*)thisx;
this->actionFunc(this, globalCtx);
}
void EnSceneChange_Draw(Actor* thisx, GlobalContext* globalCtx) {
s32 pad[2];
Gfx* displayList;
s32 pad2[2];
Gfx* displayListHead;
displayList = Graph_Alloc(globalCtx->state.gfxCtx, 0x3C0);
OPEN_DISPS(globalCtx->state.gfxCtx);
displayListHead = displayList;
gSPSegment(POLY_OPA_DISP++, 0x0C, displayListHead);
func_80093D18(globalCtx->state.gfxCtx);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}