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Decompile Player (#387)
* Setup player decomp * Decompile z_player.c and z_player_lib.c * Decompile remaining z_player.c functions * Various player improvements * Player progress (some non matchings and .data migrated) * Player progress (reposition data and fix some non matchings) * Cleanup, improve and document parts of z_player_lib.c/z_player.c * Fix player renames in z_en_st.c * Fix missing open/close disps in z_player.c * Minor player fixes * Address player comments
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686 changed files with 16334 additions and 39630 deletions
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@ -178,7 +178,7 @@ void Gameplay_Destroy(GlobalContext* globalCtx) {
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if (gSaveContext.linkAge != globalCtx->linkAgeOnLoad) {
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Inventory_SwapAgeEquipment();
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func_8008ECAC(globalCtx, player);
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Player_SetEquipmentData(globalCtx, player);
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}
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func_80031C3C(&globalCtx->actorCtx, globalCtx);
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@ -925,7 +925,7 @@ void Gameplay_Update(GlobalContext* globalCtx) {
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if ((globalCtx->pauseCtx.state != 0) || (globalCtx->pauseCtx.flag != 0)) {
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// Translates to: "Changing viewpoint is prohibited due to the kaleidoscope"
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osSyncPrintf(VT_FGCOL(CYAN) "カレイドスコープ中につき視点変更を禁止しております\n" VT_RST);
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} else if (func_8008E988(globalCtx)) {
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} else if (Player_InCsMode(globalCtx)) {
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// Translates to: "Changing viewpoint is prohibited during the cutscene"
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osSyncPrintf(VT_FGCOL(CYAN) "デモ中につき視点変更を禁止しております\n" VT_RST);
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} else if (YREG(15) == 0x10) {
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@ -1372,7 +1372,7 @@ void Gameplay_Main(GlobalContext* globalCtx) {
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// original name: "Game_play_demo_mode_check"
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s32 Gameplay_InCsMode(GlobalContext* globalCtx) {
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return (globalCtx->csCtx.state != 0) || func_8008E988(globalCtx);
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return (globalCtx->csCtx.state != 0) || Player_InCsMode(globalCtx);
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}
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f32 func_800BFCB8(GlobalContext* globalCtx, MtxF* mf, Vec3f* vec) {
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@ -1801,18 +1801,20 @@ s32 func_800C0D28(GlobalContext* globalCtx) {
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s32 func_800C0D34(GlobalContext* globalCtx, Actor* actor, s16* yaw) {
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TransitionActorEntry* transitionActor;
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s32 frontRoom;
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if (actor->type != ACTORTYPE_DOOR) {
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return 0;
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}
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transitionActor = &globalCtx->transitionActorList[(u16)actor->params >> 10];
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frontRoom = transitionActor->sides[0].room;
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if (transitionActor->backRoom == transitionActor->frontRoom) {
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if (frontRoom == transitionActor->sides[1].room) {
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return 0;
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}
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if (actor->room == transitionActor->frontRoom) {
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if (frontRoom == actor->room) {
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*yaw = actor->shape.rot.y;
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} else {
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*yaw = actor->shape.rot.y + 0x8000;
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