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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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@ -498,7 +498,7 @@ u32 func_80096FE8(GlobalContext* globalCtx, RoomContext* roomCtx) {
u32 roomSize;
s32 i;
for (i = 0; i < globalCtx->nbRooms; i++) {
for (i = 0; i < globalCtx->numRooms; i++) {
roomSize = roomList[i].vromEnd - roomList[i].vromStart;
osSyncPrintf("ROOM%d size=%d\n", i, roomSize);
if (maxRoomSize < roomSize) {
@ -506,14 +506,14 @@ u32 func_80096FE8(GlobalContext* globalCtx, RoomContext* roomCtx) {
}
}
if (globalCtx->nbTransitionActors != 0) {
if (globalCtx->transiActorCtx.numActors != 0) {
s32 j;
RomFile* roomList = globalCtx->roomList;
TransitionActorEntry* transitionActor = &globalCtx->transitionActorList[0];
TransitionActorEntry* transitionActor = &globalCtx->transiActorCtx.list[0];
LOG_NUM("game_play->room_rom_address.num", globalCtx->nbRooms, "../z_room.c", 912);
LOG_NUM("game_play->room_rom_address.num", globalCtx->numRooms, "../z_room.c", 912);
for (j = 0; j < globalCtx->nbTransitionActors; j++) {
for (j = 0; j < globalCtx->transiActorCtx.numActors; j++) {
s8 frontRoom = transitionActor->sides[0].room;
s8 backRoom = transitionActor->sides[1].room;
u32 frontRoomSize = (frontRoom < 0) ? 0 : roomList[frontRoom].vromEnd - roomList[frontRoom].vromStart;
@ -563,7 +563,7 @@ s32 func_8009728C(GlobalContext* globalCtx, RoomContext* roomCtx, s32 roomNum) {
roomCtx->curRoom.segment = NULL;
roomCtx->status = 1;
ASSERT(roomNum < globalCtx->nbRooms, "read_room_ID < game_play->room_rom_address.num", "../z_room.c", 1009);
ASSERT(roomNum < globalCtx->numRooms, "read_room_ID < game_play->room_rom_address.num", "../z_room.c", 1009);
size = globalCtx->roomList[roomNum].vromEnd - globalCtx->roomList[roomNum].vromStart;
roomCtx->unk_34 = (void*)ALIGN16((s32)roomCtx->bufPtrs[roomCtx->unk_30] - ((size + 8) * roomCtx->unk_30 + 7));