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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>
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105 changed files with 496 additions and 508 deletions
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@ -1447,10 +1447,10 @@ void Gameplay_InitScene(GlobalContext* globalCtx, s32 spawn) {
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globalCtx->setupExitList = NULL;
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globalCtx->cUpElfMsgs = NULL;
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globalCtx->setupPathList = NULL;
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globalCtx->nbSetupActors = 0;
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globalCtx->numSetupActors = 0;
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Object_InitBank(globalCtx, &globalCtx->objectCtx);
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LightContext_Init(globalCtx, &globalCtx->lightCtx);
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func_80098CBC(globalCtx, &globalCtx->nbTransitionActors);
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TransitionActor_InitContext(&globalCtx->state, &globalCtx->transiActorCtx);
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func_80096FD4(globalCtx, &globalCtx->roomCtx.curRoom);
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YREG(15) = 0;
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gSaveContext.worldMapArea = 0;
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@ -1459,7 +1459,7 @@ void Gameplay_InitScene(GlobalContext* globalCtx, s32 spawn) {
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}
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void Gameplay_SpawnScene(GlobalContext* globalCtx, s32 sceneNum, s32 spawn) {
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Scene* scene = &gSceneTable[sceneNum];
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SceneTableEntry* scene = &gSceneTable[sceneNum];
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scene->unk_13 = 0;
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globalCtx->loadedScene = scene;
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@ -1787,7 +1787,7 @@ s32 func_800C0D34(GlobalContext* globalCtx, Actor* actor, s16* yaw) {
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return 0;
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}
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transitionActor = &globalCtx->transitionActorList[(u16)actor->params >> 10];
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transitionActor = &globalCtx->transiActorCtx.list[(u16)actor->params >> 10];
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frontRoom = transitionActor->sides[0].room;
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if (frontRoom == transitionActor->sides[1].room) {
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