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