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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
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17 changed files with 151 additions and 100 deletions
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@ -2840,7 +2840,7 @@ void Actor_SpawnTransitionActors(PlayState* play, ActorContext* actorCtx) {
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(transitionActor->sides[1].room == play->roomCtx.prevRoom.num)))) {
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Actor_Spawn(actorCtx, play, (s16)(transitionActor->id & 0x1FFF), transitionActor->pos.x,
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transitionActor->pos.y, transitionActor->pos.z, 0, transitionActor->rotY, 0,
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(i << 0xA) + transitionActor->params);
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(i << TRANSITION_ACTOR_PARAMS_INDEX_SHIFT) + transitionActor->params);
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transitionActor->id = -transitionActor->id;
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numActors = play->transiActorCtx.numActors;
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@ -1748,7 +1748,7 @@ s32 func_800C0D34(PlayState* this, Actor* actor, s16* yaw) {
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return 0;
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}
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transitionActor = &this->transiActorCtx.list[(u16)actor->params >> 10];
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transitionActor = &this->transiActorCtx.list[GET_TRANSITION_ACTOR_INDEX(actor)];
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frontRoom = transitionActor->sides[0].room;
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if (frontRoom == transitionActor->sides[1].room) {
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