mirror of
https://github.com/zeldaret/oot.git
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PlayState Rename (#1231)
* global context -> play * fix PlayState* PlayState
This commit is contained in:
parent
154f44b6da
commit
2e6279bc8e
912 changed files with 40489 additions and 41078 deletions
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@ -1,9 +1,9 @@
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#include "global.h"
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#include "vt.h"
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void func_80095AB4(GlobalContext* globalCtx, Room* room, u32 flags);
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void func_80095D04(GlobalContext* globalCtx, Room* room, u32 flags);
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void func_80096F6C(GlobalContext* globalCtx, Room* room, u32 flags);
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void func_80095AB4(PlayState* play, Room* room, u32 flags);
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void func_80095D04(PlayState* play, Room* room, u32 flags);
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void func_80096F6C(PlayState* play, Room* room, u32 flags);
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Vec3f D_801270A0 = { 0.0f, 0.0f, 0.0f };
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@ -22,34 +22,34 @@ Gfx D_801270B0[] = {
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gsSPEndDisplayList(),
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};
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void (*sRoomDrawHandlers[])(GlobalContext* globalCtx, Room* room, u32 flags) = {
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void (*sRoomDrawHandlers[])(PlayState* play, Room* room, u32 flags) = {
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func_80095AB4,
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func_80096F6C,
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func_80095D04,
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};
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void func_80095AA0(GlobalContext* globalCtx, Room* room, Input* arg2, UNK_TYPE arg3) {
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void func_80095AA0(PlayState* play, Room* room, Input* arg2, UNK_TYPE arg3) {
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}
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// Room Draw Polygon Type 0
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void func_80095AB4(GlobalContext* globalCtx, Room* room, u32 flags) {
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void func_80095AB4(PlayState* play, Room* room, u32 flags) {
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s32 i;
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PolygonType0* polygon0;
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PolygonDlist* polygonDlist;
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_room.c", 193);
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OPEN_DISPS(play->state.gfxCtx, "../z_room.c", 193);
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if (flags & 1) {
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func_800342EC(&D_801270A0, globalCtx);
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func_800342EC(&D_801270A0, play);
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gSPSegment(POLY_OPA_DISP++, 0x03, room->segment);
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func_80093C80(globalCtx);
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func_80093C80(play);
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gSPMatrix(POLY_OPA_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD);
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}
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if (flags & 2) {
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func_8003435C(&D_801270A0, globalCtx);
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func_8003435C(&D_801270A0, play);
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gSPSegment(POLY_XLU_DISP++, 0x03, room->segment);
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func_80093D84(globalCtx->state.gfxCtx);
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func_80093D84(play->state.gfxCtx);
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gSPMatrix(POLY_XLU_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD);
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}
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@ -67,7 +67,7 @@ void func_80095AB4(GlobalContext* globalCtx, Room* room, u32 flags) {
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polygonDlist++;
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}
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_room.c", 239);
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CLOSE_DISPS(play->state.gfxCtx, "../z_room.c", 239);
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}
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#define SHAPE_SORT_MAX 64
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@ -80,7 +80,7 @@ typedef struct struct_80095D04 {
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} struct_80095D04; // size = 0x10
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// Room Draw Polygon Type 2
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void func_80095D04(GlobalContext* globalCtx, Room* room, u32 flags) {
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void func_80095D04(PlayState* play, Room* room, u32 flags) {
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PolygonType2* polygon2;
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PolygonDlist2* polygonDlist;
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struct_80095D04 spB8[SHAPE_SORT_MAX];
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@ -99,18 +99,18 @@ void func_80095D04(GlobalContext* globalCtx, Room* room, u32 flags) {
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PolygonDlist2* polygonDlistIter;
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f32 temp_f2;
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_room.c", 287);
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OPEN_DISPS(play->state.gfxCtx, "../z_room.c", 287);
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if (flags & 1) {
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func_800342EC(&D_801270A0, globalCtx);
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func_800342EC(&D_801270A0, play);
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gSPSegment(POLY_OPA_DISP++, 0x03, room->segment);
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func_80093C80(globalCtx);
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func_80093C80(play);
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gSPMatrix(POLY_OPA_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD);
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}
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if (1) {}
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if (flags & 2) {
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func_8003435C(&D_801270A0, globalCtx);
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func_8003435C(&D_801270A0, play);
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gSPSegment(POLY_XLU_DISP++, 0x03, room->segment);
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func_80093D84(globalCtx->state.gfxCtx);
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func_80093D84(play->state.gfxCtx);
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gSPMatrix(POLY_XLU_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD);
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}
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@ -125,10 +125,10 @@ void func_80095D04(GlobalContext* globalCtx, Room* room, u32 flags) {
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pos.x = polygonDlist->pos.x;
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pos.y = polygonDlist->pos.y;
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pos.z = polygonDlist->pos.z;
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SkinMatrix_Vec3fMtxFMultXYZW(&globalCtx->viewProjectionMtxF, &pos, &projectedPos, &projectedW);
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SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, &pos, &projectedPos, &projectedW);
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if (-(f32)polygonDlist->unk_06 < projectedPos.z) {
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temp_f2 = projectedPos.z - polygonDlist->unk_06;
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if (temp_f2 < globalCtx->lightCtx.fogFar) {
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if (temp_f2 < play->lightCtx.fogFar) {
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spA4->unk_00 = polygonDlist;
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spA4->unk_04 = temp_f2;
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iter = spB4;
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@ -212,7 +212,7 @@ void func_80095D04(GlobalContext* globalCtx, Room* room, u32 flags) {
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iREG(88) = i - 1;
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_room.c", 430);
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CLOSE_DISPS(play->state.gfxCtx, "../z_room.c", 430);
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}
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#define JPEG_MARKER 0xFFD8FFE0
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@ -306,7 +306,7 @@ void func_8009638C(Gfx** displayList, void* source, void* tlut, u16 width, u16 h
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}
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// Room Draw Polygon Type 1 - Single Format
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void func_80096680(GlobalContext* globalCtx, Room* room, u32 flags) {
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void func_80096680(PlayState* play, Room* room, u32 flags) {
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Camera* activeCam;
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Gfx* spA8;
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PolygonType1* polygon1;
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@ -316,9 +316,9 @@ void func_80096680(GlobalContext* globalCtx, Room* room, u32 flags) {
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u32 drawOpa;
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u32 drawXlu;
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_room.c", 628);
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OPEN_DISPS(play->state.gfxCtx, "../z_room.c", 628);
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activeCam = GET_ACTIVE_CAM(globalCtx);
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activeCam = GET_ACTIVE_CAM(play);
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isFixedCamera = (activeCam->setting == CAM_SET_PREREND_FIXED);
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polygon1 = &room->meshHeader->polygon1;
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polygonDlist = SEGMENTED_TO_VIRTUAL(polygon1->dlist);
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@ -330,7 +330,7 @@ void func_80096680(GlobalContext* globalCtx, Room* room, u32 flags) {
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gSPSegment(POLY_OPA_DISP++, 0x03, room->segment);
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if (drawOpa) {
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func_80093D18(globalCtx->state.gfxCtx);
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func_80093D18(play->state.gfxCtx);
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gSPMatrix(POLY_OPA_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD);
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gSPDisplayList(POLY_OPA_DISP++, polygonDlist->opa);
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}
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@ -355,16 +355,16 @@ void func_80096680(GlobalContext* globalCtx, Room* room, u32 flags) {
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if (drawXlu) {
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gSPSegment(POLY_XLU_DISP++, 0x03, room->segment);
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func_80093D84(globalCtx->state.gfxCtx);
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func_80093D84(play->state.gfxCtx);
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gSPMatrix(POLY_XLU_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD);
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gSPDisplayList(POLY_XLU_DISP++, polygonDlist->xlu);
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}
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_room.c", 691);
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CLOSE_DISPS(play->state.gfxCtx, "../z_room.c", 691);
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}
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BgImage* func_80096A74(PolygonType1* polygon1, GlobalContext* globalCtx) {
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Camera* activeCam = GET_ACTIVE_CAM(globalCtx);
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BgImage* func_80096A74(PolygonType1* polygon1, PlayState* play) {
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Camera* activeCam = GET_ACTIVE_CAM(play);
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s32 camDataIdx;
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s16 camDataIdx2;
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Player* player;
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@ -373,12 +373,12 @@ BgImage* func_80096A74(PolygonType1* polygon1, GlobalContext* globalCtx) {
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camDataIdx = activeCam->camDataIdx;
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// jfifid
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camDataIdx2 = func_80041C10(&globalCtx->colCtx, camDataIdx, BGCHECK_SCENE)[2].y;
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camDataIdx2 = func_80041C10(&play->colCtx, camDataIdx, BGCHECK_SCENE)[2].y;
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if (camDataIdx2 >= 0) {
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camDataIdx = camDataIdx2;
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}
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player = GET_PLAYER(globalCtx);
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player = GET_PLAYER(play);
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player->actor.params = (player->actor.params & 0xFF00) | camDataIdx;
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bgImage = SEGMENTED_TO_VIRTUAL(polygon1->multi.list);
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@ -397,7 +397,7 @@ BgImage* func_80096A74(PolygonType1* polygon1, GlobalContext* globalCtx) {
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}
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// Room Draw Polygon Type 1 - Multi Format
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void func_80096B6C(GlobalContext* globalCtx, Room* room, u32 flags) {
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void func_80096B6C(PlayState* play, Room* room, u32 flags) {
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Camera* activeCam;
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Gfx* gfx;
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PolygonType1* polygon1;
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u32 drawOpa;
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u32 drawXlu;
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_room.c", 752);
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OPEN_DISPS(play->state.gfxCtx, "../z_room.c", 752);
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activeCam = GET_ACTIVE_CAM(globalCtx);
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activeCam = GET_ACTIVE_CAM(play);
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isFixedCamera = (activeCam->setting == CAM_SET_PREREND_FIXED);
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polygon1 = &room->meshHeader->polygon1;
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polygonDlist = SEGMENTED_TO_VIRTUAL(polygon1->dlist);
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bgImage = func_80096A74(polygon1, globalCtx);
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bgImage = func_80096A74(polygon1, play);
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drawBg = (flags & 1) && isFixedCamera && bgImage->source && !(SREG(25) & 1);
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drawOpa = (flags & 1) && (polygonDlist->opa != NULL) && !(SREG(25) & 2);
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drawXlu = (flags & 2) && (polygonDlist->xlu != NULL) && !(SREG(25) & 4);
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gSPSegment(POLY_OPA_DISP++, 0x03, room->segment);
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if (drawOpa) {
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func_80093D18(globalCtx->state.gfxCtx);
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func_80093D18(play->state.gfxCtx);
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gSPMatrix(POLY_OPA_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD);
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gSPDisplayList(POLY_OPA_DISP++, polygonDlist->opa);
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}
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@ -449,35 +449,35 @@ void func_80096B6C(GlobalContext* globalCtx, Room* room, u32 flags) {
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if (drawXlu) {
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gSPSegment(POLY_XLU_DISP++, 0x03, room->segment);
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func_80093D84(globalCtx->state.gfxCtx);
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func_80093D84(play->state.gfxCtx);
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gSPMatrix(POLY_XLU_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD);
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gSPDisplayList(POLY_XLU_DISP++, polygonDlist->xlu);
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}
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_room.c", 819);
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CLOSE_DISPS(play->state.gfxCtx, "../z_room.c", 819);
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}
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// Room Draw Polygon Type 1
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void func_80096F6C(GlobalContext* globalCtx, Room* room, u32 flags) {
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void func_80096F6C(PlayState* play, Room* room, u32 flags) {
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PolygonType1* polygon1 = &room->meshHeader->polygon1;
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if (polygon1->format == 1) {
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func_80096680(globalCtx, room, flags);
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func_80096680(play, room, flags);
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} else if (polygon1->format == 2) {
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func_80096B6C(globalCtx, room, flags);
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func_80096B6C(play, room, flags);
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} else {
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LogUtils_HungupThread("../z_room.c", 841);
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}
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}
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void func_80096FD4(GlobalContext* globalCtx, Room* room) {
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void func_80096FD4(PlayState* play, Room* room) {
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room->num = -1;
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room->segment = NULL;
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}
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u32 func_80096FE8(GlobalContext* globalCtx, RoomContext* roomCtx) {
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u32 func_80096FE8(PlayState* play, RoomContext* roomCtx) {
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u32 maxRoomSize = 0;
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RomFile* roomList = globalCtx->roomList;
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RomFile* roomList = play->roomList;
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u32 roomSize;
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s32 i;
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s32 j;
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@ -487,7 +487,7 @@ u32 func_80096FE8(GlobalContext* globalCtx, RoomContext* roomCtx) {
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u32 backRoomSize;
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u32 cumulRoomSize;
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for (i = 0; i < globalCtx->numRooms; i++) {
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for (i = 0; i < play->numRooms; i++) {
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roomSize = roomList[i].vromEnd - roomList[i].vromStart;
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osSyncPrintf("ROOM%d size=%d\n", i, roomSize);
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if (maxRoomSize < roomSize) {
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@ -495,13 +495,13 @@ u32 func_80096FE8(GlobalContext* globalCtx, RoomContext* roomCtx) {
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}
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}
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if (globalCtx->transiActorCtx.numActors != 0) {
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RomFile* roomList = globalCtx->roomList;
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TransitionActorEntry* transitionActor = &globalCtx->transiActorCtx.list[0];
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if (play->transiActorCtx.numActors != 0) {
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RomFile* roomList = play->roomList;
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TransitionActorEntry* transitionActor = &play->transiActorCtx.list[0];
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LOG_NUM("game_play->room_rom_address.num", globalCtx->numRooms, "../z_room.c", 912);
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LOG_NUM("game_play->room_rom_address.num", play->numRooms, "../z_room.c", 912);
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for (j = 0; j < globalCtx->transiActorCtx.numActors; j++) {
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for (j = 0; j < play->transiActorCtx.numActors; j++) {
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frontRoom = transitionActor->sides[0].room;
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backRoom = transitionActor->sides[1].room;
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frontRoomSize = (frontRoom < 0) ? 0 : roomList[frontRoom].vromEnd - roomList[frontRoom].vromStart;
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@ -520,7 +520,7 @@ u32 func_80096FE8(GlobalContext* globalCtx, RoomContext* roomCtx) {
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osSyncPrintf(VT_FGCOL(YELLOW));
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// "Room buffer size=%08x(%5.1fK)"
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osSyncPrintf("部屋バッファサイズ=%08x(%5.1fK)\n", maxRoomSize, maxRoomSize / 1024.0f);
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roomCtx->bufPtrs[0] = GameState_Alloc(&globalCtx->state, maxRoomSize, "../z_room.c", 946);
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roomCtx->bufPtrs[0] = GameState_Alloc(&play->state, maxRoomSize, "../z_room.c", 946);
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// "Room buffer initial pointer=%08x"
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osSyncPrintf("部屋バッファ開始ポインタ=%08x\n", roomCtx->bufPtrs[0]);
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roomCtx->bufPtrs[1] = (void*)((s32)roomCtx->bufPtrs[0] + maxRoomSize);
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@ -531,13 +531,13 @@ u32 func_80096FE8(GlobalContext* globalCtx, RoomContext* roomCtx) {
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roomCtx->status = 0;
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frontRoom = gSaveContext.respawnFlag > 0 ? ((void)0, gSaveContext.respawn[gSaveContext.respawnFlag - 1].roomIndex)
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: globalCtx->setupEntranceList[globalCtx->curSpawn].room;
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func_8009728C(globalCtx, roomCtx, frontRoom);
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: play->setupEntranceList[play->curSpawn].room;
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func_8009728C(play, roomCtx, frontRoom);
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return maxRoomSize;
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}
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s32 func_8009728C(GlobalContext* globalCtx, RoomContext* roomCtx, s32 roomNum) {
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s32 func_8009728C(PlayState* play, RoomContext* roomCtx, s32 roomNum) {
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u32 size;
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if (roomCtx->status == 0) {
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@ -546,13 +546,13 @@ s32 func_8009728C(GlobalContext* globalCtx, RoomContext* roomCtx, s32 roomNum) {
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roomCtx->curRoom.segment = NULL;
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roomCtx->status = 1;
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ASSERT(roomNum < globalCtx->numRooms, "read_room_ID < game_play->room_rom_address.num", "../z_room.c", 1009);
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ASSERT(roomNum < play->numRooms, "read_room_ID < game_play->room_rom_address.num", "../z_room.c", 1009);
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size = globalCtx->roomList[roomNum].vromEnd - globalCtx->roomList[roomNum].vromStart;
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size = play->roomList[roomNum].vromEnd - play->roomList[roomNum].vromStart;
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roomCtx->unk_34 = (void*)ALIGN16((u32)roomCtx->bufPtrs[roomCtx->unk_30] - ((size + 8) * roomCtx->unk_30 + 7));
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osCreateMesgQueue(&roomCtx->loadQueue, &roomCtx->loadMsg, 1);
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DmaMgr_SendRequest2(&roomCtx->dmaRequest, roomCtx->unk_34, globalCtx->roomList[roomNum].vromStart, size, 0,
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DmaMgr_SendRequest2(&roomCtx->dmaRequest, roomCtx->unk_34, play->roomList[roomNum].vromStart, size, 0,
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&roomCtx->loadQueue, NULL, "../z_room.c", 1036);
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roomCtx->unk_30 ^= 1;
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@ -562,16 +562,16 @@ s32 func_8009728C(GlobalContext* globalCtx, RoomContext* roomCtx, s32 roomNum) {
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return 0;
|
||||
}
|
||||
|
||||
s32 func_800973FC(GlobalContext* globalCtx, RoomContext* roomCtx) {
|
||||
s32 func_800973FC(PlayState* play, RoomContext* roomCtx) {
|
||||
if (roomCtx->status == 1) {
|
||||
if (osRecvMesg(&roomCtx->loadQueue, NULL, OS_MESG_NOBLOCK) == 0) {
|
||||
roomCtx->status = 0;
|
||||
roomCtx->curRoom.segment = roomCtx->unk_34;
|
||||
gSegments[3] = VIRTUAL_TO_PHYSICAL(roomCtx->unk_34);
|
||||
|
||||
Scene_ExecuteCommands(globalCtx, roomCtx->curRoom.segment);
|
||||
Player_SetBootData(globalCtx, GET_PLAYER(globalCtx));
|
||||
Actor_SpawnTransitionActors(globalCtx, &globalCtx->actorCtx);
|
||||
Scene_ExecuteCommands(play, roomCtx->curRoom.segment);
|
||||
Player_SetBootData(play, GET_PLAYER(play));
|
||||
Actor_SpawnTransitionActors(play, &play->actorCtx);
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
@ -582,23 +582,23 @@ s32 func_800973FC(GlobalContext* globalCtx, RoomContext* roomCtx) {
|
|||
return 1;
|
||||
}
|
||||
|
||||
void Room_Draw(GlobalContext* globalCtx, Room* room, u32 flags) {
|
||||
void Room_Draw(PlayState* play, Room* room, u32 flags) {
|
||||
if (room->segment != NULL) {
|
||||
gSegments[3] = VIRTUAL_TO_PHYSICAL(room->segment);
|
||||
ASSERT(room->meshHeader->base.type < ARRAY_COUNTU(sRoomDrawHandlers),
|
||||
"this->ground_shape->polygon.type < number(Room_Draw_Proc)", "../z_room.c", 1125);
|
||||
sRoomDrawHandlers[room->meshHeader->base.type](globalCtx, room, flags);
|
||||
sRoomDrawHandlers[room->meshHeader->base.type](play, room, flags);
|
||||
}
|
||||
}
|
||||
|
||||
void func_80097534(GlobalContext* globalCtx, RoomContext* roomCtx) {
|
||||
void func_80097534(PlayState* play, RoomContext* roomCtx) {
|
||||
roomCtx->prevRoom.num = -1;
|
||||
roomCtx->prevRoom.segment = NULL;
|
||||
func_80031B14(globalCtx, &globalCtx->actorCtx);
|
||||
Actor_SpawnTransitionActors(globalCtx, &globalCtx->actorCtx);
|
||||
Map_InitRoomData(globalCtx, roomCtx->curRoom.num);
|
||||
if (!((globalCtx->sceneNum >= SCENE_SPOT00) && (globalCtx->sceneNum <= SCENE_SPOT20))) {
|
||||
Map_SavePlayerInitialInfo(globalCtx);
|
||||
func_80031B14(play, &play->actorCtx);
|
||||
Actor_SpawnTransitionActors(play, &play->actorCtx);
|
||||
Map_InitRoomData(play, roomCtx->curRoom.num);
|
||||
if (!((play->sceneNum >= SCENE_SPOT00) && (play->sceneNum <= SCENE_SPOT20))) {
|
||||
Map_SavePlayerInitialInfo(play);
|
||||
}
|
||||
Audio_SetEnvReverb(globalCtx->roomCtx.curRoom.echo);
|
||||
Audio_SetEnvReverb(play->roomCtx.curRoom.echo);
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue