All global state coming from g_state now
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@@ -65,8 +65,6 @@ struct LandingAction sBackflipLandAction = {
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4, 0, ACT_FREEFALL, ACT_BACKFLIP_LAND_STOP, ACT_BACKFLIP, ACT_FREEFALL, ACT_BEGIN_SLIDING,
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};
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Mat4 sFloorAlignMatrix[2];
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s16 tilt_body_running(struct MarioState *m) {
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s16 pitch = find_floor_slope(m, 0);
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pitch = pitch * m->forwardVel / 40.0f;
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@@ -93,8 +91,8 @@ void play_step_sound(struct MarioState *m, s16 frame1, s16 frame2) {
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void align_with_floor(struct MarioState *m) {
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m->pos[1] = m->floorHeight;
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mtxf_align_terrain_triangle(sFloorAlignMatrix[m->unk00], m->pos, m->faceAngle[1], 40.0f);
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m->marioObj->header.gfx.throwMatrix = &sFloorAlignMatrix[m->unk00];
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mtxf_align_terrain_triangle(g_state->msFloorAlignMatrix, m->pos, m->faceAngle[1], 40.0f);
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m->marioObj->header.gfx.throwMatrix = g_state->msFloorAlignMatrix;
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}
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s32 begin_walking_action(struct MarioState *m, f32 forwardVel, u32 action, u32 actionArg) {
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