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code_800BB040 matched (#959)

* getting closer

* match!

* functions unnamed

* Update include/functions.h

Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>

* small changes

Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
Co-authored-by: fig02 <fig02srl@gmail.com>
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
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petrie911 2021-09-13 14:29:11 -05:00 committed by GitHub
parent baceca73b8
commit 30939ccd28
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GPG key ID: 4AEE18F83AFDEB23
8 changed files with 82 additions and 343 deletions

View file

@ -102,7 +102,7 @@ void EnHeishi1_Init(Actor* thisx, GlobalContext* globalCtx) {
// "(head) maximum turning angle speed"
osSyncPrintf(VT_FGCOL(PURPLE) " (頭)反転アングルスピード最大☆ %f\n" VT_RST, this->headTurnSpeedMax);
osSyncPrintf(VT_FGCOL(GREEN) " 今時間 %d\n" VT_RST, ((void)0, gSaveContext.dayTime)); // "current time"
osSyncPrintf(VT_FGCOL(YELLOW) " チェック時間 %d\n" VT_RST, 0xBAAA); // "check time"
osSyncPrintf(VT_FGCOL(YELLOW) " チェック時間 %d\n" VT_RST, 0xBAAA); // "check time"
osSyncPrintf("\n\n");
if (this->path == 3) {

View file

@ -3784,7 +3784,7 @@ void EnHorse_SkinCallback1(Actor* thisx, GlobalContext* globalCtx, PSkinAwb* ski
}
//! @bug Setting colliders in a draw function allows for duplicate entries to be added to their respective lists
//! under certain conditions, like when pausing and unpausing the game.
//! under certain conditions, like when pausing and unpausing the game.
//! Actors will draw for a couple of frames between the pauses, but some important logic updates will not occur.
//! In the case of OC, this can cause unwanted effects such as a very large amount of displacement being applied to
//! a colliding actor.