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Name actor flags 1: ACTOR_FLAG_REACT_TO_LENS
, ACTOR_FLAG_IGNORE_POINT_LIGHTS
(#1583)
* 7 -> `ACTOR_FLAG_REACT_TO_LENS` * move comment above actor flag * 22 -> `ACTOR_FLAG_IGNORE_POINT_LIGHTS` * newlines between flags --------- Co-authored-by: fig02 <fig02srl@gmail.com>
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324db1d578
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22 changed files with 109 additions and 53 deletions
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@ -2302,7 +2302,8 @@ void Actor_Draw(PlayState* play, Actor* actor) {
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lights = LightContext_NewLights(&play->lightCtx, play->state.gfxCtx);
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Lights_BindAll(lights, play->lightCtx.listHead, (actor->flags & ACTOR_FLAG_22) ? NULL : &actor->world.pos);
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Lights_BindAll(lights, play->lightCtx.listHead,
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(actor->flags & ACTOR_FLAG_IGNORE_POINT_LIGHTS) ? NULL : &actor->world.pos);
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Lights_Draw(lights, play->state.gfxCtx);
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if (actor->flags & ACTOR_FLAG_IGNORE_QUAKE) {
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@ -2552,7 +2553,7 @@ void func_800315AC(PlayState* play, 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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if ((actor->flags & ACTOR_FLAG_REACT_TO_LENS) &&
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((play->roomCtx.curRoom.lensMode == LENS_MODE_HIDE_ACTORS) || play->actorCtx.lensActive ||
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(actor->room != play->roomCtx.curRoom.num))) {
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ASSERT(invisibleActorCounter < INVISIBLE_ACTOR_MAX,
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