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Documentation pass on scene/room commands (#1226)
* Rename handler functions
* Rename cmd_id enum names for consistency
* `char` -> `s8` for explicit padding in cmd structs
* `Room.unk03/03` -> `behaviorType2/1`
* `UNK_PTR` -> `void*`
* `showInvisActors` -> `lensActorsMode` + enum
* Add `ROOM_BEHAVIOR_TYPE1/2_` enums
* "mesh" -> "mesh header"
* `Polygon polygon` -> `PolygonBase base` (for now...)
* Misc cleanup
* "lens actors mode" -> "lens actor mode"
* Revert "`char` -> `s8` for explicit padding in cmd structs"
This reverts commit 59b9295828
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* `LENS_ACTOR_MODE_` -> `LENS_MODE_HIDE/SHOW_ACTORS`
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4f0018bf36
commit
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14 changed files with 144 additions and 124 deletions
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@ -1009,7 +1009,7 @@ void func_8002DE04(GlobalContext* globalCtx, Actor* actorA, Actor* actorB) {
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}
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void func_8002DE74(GlobalContext* globalCtx, Player* player) {
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if ((globalCtx->roomCtx.curRoom.unk_03 != 4) && func_800C0CB8(globalCtx)) {
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if ((globalCtx->roomCtx.curRoom.behaviorType1 != ROOM_BEHAVIOR_TYPE1_4) && func_800C0CB8(globalCtx)) {
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Camera_ChangeSetting(Play_GetCamera(globalCtx, CAM_ID_MAIN), CAM_SET_HORSE);
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}
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}
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@ -2289,7 +2289,7 @@ void Actor_DrawLensActors(GlobalContext* globalCtx, s32 numInvisibleActors, Acto
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gDPPipeSync(POLY_XLU_DISP++);
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if (globalCtx->roomCtx.curRoom.showInvisActors == 0) {
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if (globalCtx->roomCtx.curRoom.lensMode == LENS_MODE_HIDE_ACTORS) {
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// Update both the color frame buffer and the z-buffer
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gDPSetOtherMode(POLY_XLU_DISP++,
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G_AD_DISABLE | G_CD_MAGICSQ | G_CK_NONE | G_TC_FILT | G_TF_BILERP | G_TT_NONE | G_TL_TILE |
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@ -2338,7 +2338,7 @@ void Actor_DrawLensActors(GlobalContext* globalCtx, s32 numInvisibleActors, Acto
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// "Magic lens invisible Actor display END"
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gDPNoOpString(POLY_OPA_DISP++, "魔法のメガネ 見えないActor表示 END", numInvisibleActors);
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if (globalCtx->roomCtx.curRoom.showInvisActors != 0) {
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if (globalCtx->roomCtx.curRoom.lensMode != LENS_MODE_HIDE_ACTORS) {
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// Draw the lens overlay to the color frame buffer
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gDPNoOpString(POLY_OPA_DISP++, "青い眼鏡(外側)", 0); // "Blue spectacles (exterior)"
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@ -2431,8 +2431,8 @@ void func_800315AC(GlobalContext* globalCtx, ActorContext* actorCtx) {
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if ((HREG(64) != 1) || ((HREG(65) != -1) && (HREG(65) != HREG(66))) || (HREG(71) == 0)) {
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if ((actor->init == NULL) && (actor->draw != NULL) && (actor->flags & (ACTOR_FLAG_5 | ACTOR_FLAG_6))) {
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if ((actor->flags & ACTOR_FLAG_7) &&
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((globalCtx->roomCtx.curRoom.showInvisActors == 0) || globalCtx->actorCtx.lensActive ||
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(actor->room != globalCtx->roomCtx.curRoom.num))) {
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((globalCtx->roomCtx.curRoom.lensMode == LENS_MODE_HIDE_ACTORS) ||
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globalCtx->actorCtx.lensActive || (actor->room != globalCtx->roomCtx.curRoom.num))) {
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ASSERT(invisibleActorCounter < INVISIBLE_ACTOR_MAX,
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"invisible_actor_counter < INVISIBLE_ACTOR_MAX", "../z_actor.c", 6464);
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invisibleActors[invisibleActorCounter] = actor;
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