mirror of
https://github.com/zeldaret/oot.git
synced 2024-11-25 09:45:02 +00:00
document bugs (#1519)
This commit is contained in:
parent
b8c1440d1e
commit
52e0b8549d
1 changed files with 5 additions and 0 deletions
|
@ -1963,6 +1963,9 @@ void Actor_DrawFaroresWindPointer(PlayState* play) {
|
|||
|
||||
lightRadius = 500.0f * ratio;
|
||||
|
||||
//! @bug One of the conditions for this block checks an entrance index to see if the light ball should draw.
|
||||
//! This does not account for the fact that some dungeons have multiple entrances.
|
||||
//! If a dungeon is entered through a different entrance than the one that was saved, the light ball will not draw.
|
||||
if ((play->csCtx.state == CS_STATE_IDLE) &&
|
||||
(((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].entranceIndex) ==
|
||||
((void)0, gSaveContext.entranceIndex)) &&
|
||||
|
@ -1995,6 +1998,8 @@ void Actor_DrawFaroresWindPointer(PlayState* play) {
|
|||
gSPDisplayList(POLY_XLU_DISP++, gEffFlash1DL);
|
||||
}
|
||||
|
||||
//! @bug This function call is not contained in the above block, meaning the light for Farore's Wind will draw in
|
||||
//! every scene at the same position that it was originally set.
|
||||
Lights_PointNoGlowSetInfo(&D_8015BC00, ((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].pos.x),
|
||||
((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].pos.y) + yOffset,
|
||||
((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].pos.z), 255, 255, 255, lightRadius);
|
||||
|
|
Loading…
Reference in a new issue