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document bugs (#1519)

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fig02 2023-08-13 11:32:18 -04:00 committed by GitHub
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@ -1963,6 +1963,9 @@ void Actor_DrawFaroresWindPointer(PlayState* play) {
lightRadius = 500.0f * ratio; 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) && if ((play->csCtx.state == CS_STATE_IDLE) &&
(((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].entranceIndex) == (((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].entranceIndex) ==
((void)0, gSaveContext.entranceIndex)) && ((void)0, gSaveContext.entranceIndex)) &&
@ -1995,6 +1998,8 @@ void Actor_DrawFaroresWindPointer(PlayState* play) {
gSPDisplayList(POLY_XLU_DISP++, gEffFlash1DL); 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), 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.y) + yOffset,
((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].pos.z), 255, 255, 255, lightRadius); ((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].pos.z), 255, 255, 255, lightRadius);