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Decompile z_play.c and Match/Document some of z_view.c (#74)

* Decompile z_play.c and Match/Document some of z_view.c

Also fix the last non matching in z_sample.c and update some game state functions.

* Suggestions from PR #74

* Fix undefined reference to Gameplay_DrawOverlay

* Suggestion from PR #74 (2)

* Fix a fake argument in func_800BC450
This commit is contained in:
Roman971 2020-04-16 23:36:12 +02:00 committed by GitHub
parent 9ac1f8130d
commit 262f6c507c
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GPG key ID: 4AEE18F83AFDEB23
278 changed files with 5139 additions and 5939 deletions

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@ -123,7 +123,7 @@ void func_809B0558(EnAni* this, GlobalContext* globalCtx) {
} else {
EnAni_SetupAction(this, func_809B0524);
}
gSaveContext.item_get_inf[1] |= 0x20;
gSaveContext.itemGetInf[1] |= 0x20;
return;
}
func_8002F434(&this->actor, globalCtx, GI_HEART_PIECE, 10000.0f, 200.0f);
@ -147,8 +147,8 @@ void func_809B064C(EnAni* this, GlobalContext* globalCtx) {
if (!textId) {}
if (textId2 == 0) {
textId = gSaveContext.night_flag ? 0x5051 : 0x5050; // "...all I can do is look at the stars."
// "...all I can do is look at Death Mountain."
textId = gSaveContext.nightFlag ? 0x5051 : 0x5050; // "...all I can do is look at the stars."
// "...all I can do is look at Death Mountain."
}
yawDiff = this->actor.rotTowardsLinkY - this->actor.shape.rot.y;
@ -162,7 +162,7 @@ void func_809B064C(EnAni* this, GlobalContext* globalCtx) {
}
} else if (yawDiff >= -0x36AF && yawDiff < 0 && this->actor.xzDistanceFromLink < 150.0f &&
-80.0f < this->actor.yDistanceFromLink) {
if (gSaveContext.item_get_inf[1] & 0x20) {
if (gSaveContext.itemGetInf[1] & 0x20) {
EnAni_SetText(this, globalCtx, 0x5056); // "To get a good view..."
} else {
EnAni_SetText(this, globalCtx, 0x5055); // "...I'll give you this as a memento."
@ -188,17 +188,17 @@ void func_809B07F8(EnAni* this, GlobalContext* globalCtx) {
}
} else if (yawDiff >= -0x36AF && yawDiff < 0 && this->actor.xzDistanceFromLink < 150.0f &&
-80.0f < this->actor.yDistanceFromLink) {
if ((gSaveContext.item_get_inf[1] & 0x20) != 0) {
if ((gSaveContext.itemGetInf[1] & 0x20) != 0) {
EnAni_SetText(this, globalCtx, 0x5056); // "To get a good view..."
} else {
EnAni_SetText(this, globalCtx, 0x5055); // "...I'll give you this as a memento."
}
} else if (yawDiff >= -0x3E7 && yawDiff < 0x36B0 && this->actor.xzDistanceFromLink < 350.0f) {
if ((gSaveContext.event_chk_inf[2] & 0x8000) == 0) {
if ((gSaveContext.eventChkInf[2] & 0x8000) == 0) {
textId = 0x5052; // "...Something is happening on Death Mountain!"
} else {
textId = (gSaveContext.item_get_inf[1] & 0x20) ? 0x5054 : 0x5053; // "I don't feel like getting down..."
// "...Death Mountain is back to normal!"
textId = (gSaveContext.itemGetInf[1] & 0x20) ? 0x5054 : 0x5053; // "I don't feel like getting down..."
// "...Death Mountain is back to normal!"
}
EnAni_SetText(this, globalCtx, textId);
}