From 52e0b8549d0020895c5c0fe56446bb9c6906ebb1 Mon Sep 17 00:00:00 2001 From: fig02 Date: Sun, 13 Aug 2023 11:32:18 -0400 Subject: [PATCH] document bugs (#1519) --- src/code/z_actor.c | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/src/code/z_actor.c b/src/code/z_actor.c index 04b8bbd7f8..ac74078a99 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -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);