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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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@ -519,8 +519,8 @@ u32 func_80096FE8(GlobalContext* globalCtx, RoomContext* roomCtx) {
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LOG_NUM("game_play->room_rom_address.num", globalCtx->nbRooms, "../z_room.c", 912);
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for (j = 0; j < globalCtx->nbTransitionActors; j++) {
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s8 frontRoom = transitionActor->frontRoom;
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s8 backRoom = transitionActor->backRoom;
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s8 frontRoom = transitionActor->sides[0].room;
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s8 backRoom = transitionActor->sides[1].room;
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u32 frontRoomSize = (frontRoom < 0) ? 0 : roomList[frontRoom].vromEnd - roomList[frontRoom].vromStart;
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u32 backRoomSize = (backRoom < 0) ? 0 : roomList[backRoom].vromEnd - roomList[backRoom].vromStart;
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u32 cumulRoomSize = (frontRoom != backRoom) ? frontRoomSize + backRoomSize : frontRoomSize;
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@ -599,7 +599,7 @@ s32 func_800973FC(GlobalContext* globalCtx, RoomContext* roomCtx) {
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gSegments[3] = VIRTUAL_TO_PHYSICAL(roomCtx->unk_34);
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Scene_ExecuteCommands(globalCtx, roomCtx->curRoom.segment);
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func_8008E750(globalCtx, PLAYER);
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Player_SetBootData(globalCtx, PLAYER);
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Actor_SpawnTransitionActors(globalCtx, &globalCtx->actorCtx);
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return 1;
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