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Doc pass on EnDoor and transition actors (#1243)

* Doc pass on EnDoor and transition actors

* (re)Name things

* Forgot to change gameplay_keep.xml

* "actor transition index" -> "transition actor index"

* Run formatter

* Better names for `DOOR_DL_` enum

* `TRANSITION_ACTOR_INDEX` -> `GET_TRANSITION_ACTOR_INDEX`

* name endoor params macros with get/is, _mask to _flag for the doubledoor flag

* Move last ; from `DOOR_ACTOR_BASE` expansion to usage
This commit is contained in:
Dragorn421 2022-07-31 02:57:44 +02:00 committed by GitHub
parent 455321d2e8
commit 6889c275cb
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17 changed files with 151 additions and 100 deletions

View file

@ -2840,7 +2840,7 @@ void Actor_SpawnTransitionActors(PlayState* play, ActorContext* actorCtx) {
(transitionActor->sides[1].room == play->roomCtx.prevRoom.num)))) {
Actor_Spawn(actorCtx, play, (s16)(transitionActor->id & 0x1FFF), transitionActor->pos.x,
transitionActor->pos.y, transitionActor->pos.z, 0, transitionActor->rotY, 0,
(i << 0xA) + transitionActor->params);
(i << TRANSITION_ACTOR_PARAMS_INDEX_SHIFT) + transitionActor->params);
transitionActor->id = -transitionActor->id;
numActors = play->transiActorCtx.numActors;

View file

@ -1748,7 +1748,7 @@ s32 func_800C0D34(PlayState* this, Actor* actor, s16* yaw) {
return 0;
}
transitionActor = &this->transiActorCtx.list[(u16)actor->params >> 10];
transitionActor = &this->transiActorCtx.list[GET_TRANSITION_ACTOR_INDEX(actor)];
frontRoom = transitionActor->sides[0].room;
if (frontRoom == transitionActor->sides[1].room) {