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Rename scene lists (#1344)

* first pass

* revert unwanted zap change

* review

* name Actor_InitContext, change arg name

* change bzero to use type
This commit is contained in:
fig02 2022-10-16 18:00:18 -04:00 committed by GitHub
parent bea53e1cc3
commit 26d6028ff1
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33 changed files with 148 additions and 143 deletions

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@ -403,7 +403,7 @@ void Play_Init(GameState* thisx) {
(s32)(zAllocAligned + zAllocSize) - (s32)(zAllocAligned - zAlloc));
Fault_AddClient(&D_801614B8, ZeldaArena_Display, NULL, NULL);
func_800304DC(this, &this->actorCtx, this->linkActorEntry);
Actor_InitContext(this, &this->actorCtx, this->playerEntry);
while (!func_800973FC(this, &this->roomCtx)) {
; // Empty Loop
@ -1399,14 +1399,17 @@ void Play_InitEnvironment(PlayState* this, s16 skyboxId) {
}
void Play_InitScene(PlayState* this, s32 spawn) {
this->curSpawn = spawn;
this->linkActorEntry = NULL;
this->spawn = spawn;
this->playerEntry = NULL;
this->unk_11DFC = NULL;
this->setupEntranceList = NULL;
this->setupExitList = NULL;
this->spawnList = NULL;
this->exitList = NULL;
this->naviQuestHints = NULL;
this->setupPathList = NULL;
this->numSetupActors = 0;
this->pathList = NULL;
this->numActorEntries = 0;
Object_InitBank(this, &this->objectCtx);
LightContext_Init(this, &this->lightCtx);
TransitionActor_InitContext(&this->state, &this->transiActorCtx);