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Global Context And General Cleanup (#863)

* door context

* renames

* done

* fix unintended change

* all nb gone

* more nb gone

* merge fishing

* fix size commentX

* door changes suggested by dragorn

* fix accidental semicolon

* another

* change all texture pointers to void*

* error fix and format

* Update src/overlays/actors/ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.c

Co-authored-by: Anghelo Carvajal <anghelo.carvajal.14@sansano.usm.cl>

* fix ostime

* correct mistake in SkyboxContext

* probably fix nonmatching

* Update include/z64.h

Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>

* roman's suggestions, fix incorrect type definition in z64scene.h

* typo in struct

* make typedef use u8 array

* forgot one

* pull in master and format.sh

Co-authored-by: Anghelo Carvajal <anghelo.carvajal.14@sansano.usm.cl>
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
This commit is contained in:
Zelllll 2021-08-15 18:15:58 -05:00 committed by GitHub
parent 1890e751b9
commit 7551dc2b71
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GPG key ID: 4AEE18F83AFDEB23
105 changed files with 496 additions and 508 deletions

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@ -1447,10 +1447,10 @@ void Gameplay_InitScene(GlobalContext* globalCtx, s32 spawn) {
globalCtx->setupExitList = NULL;
globalCtx->cUpElfMsgs = NULL;
globalCtx->setupPathList = NULL;
globalCtx->nbSetupActors = 0;
globalCtx->numSetupActors = 0;
Object_InitBank(globalCtx, &globalCtx->objectCtx);
LightContext_Init(globalCtx, &globalCtx->lightCtx);
func_80098CBC(globalCtx, &globalCtx->nbTransitionActors);
TransitionActor_InitContext(&globalCtx->state, &globalCtx->transiActorCtx);
func_80096FD4(globalCtx, &globalCtx->roomCtx.curRoom);
YREG(15) = 0;
gSaveContext.worldMapArea = 0;
@ -1459,7 +1459,7 @@ void Gameplay_InitScene(GlobalContext* globalCtx, s32 spawn) {
}
void Gameplay_SpawnScene(GlobalContext* globalCtx, s32 sceneNum, s32 spawn) {
Scene* scene = &gSceneTable[sceneNum];
SceneTableEntry* scene = &gSceneTable[sceneNum];
scene->unk_13 = 0;
globalCtx->loadedScene = scene;
@ -1787,7 +1787,7 @@ s32 func_800C0D34(GlobalContext* globalCtx, Actor* actor, s16* yaw) {
return 0;
}
transitionActor = &globalCtx->transitionActorList[(u16)actor->params >> 10];
transitionActor = &globalCtx->transiActorCtx.list[(u16)actor->params >> 10];
frontRoom = transitionActor->sides[0].room;
if (frontRoom == transitionActor->sides[1].room) {