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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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@ -198,7 +198,7 @@ void func_80098508(GlobalContext* globalCtx, SceneCmd* cmd) {
// Scene Command 0x01: Actor List
void func_800985DC(GlobalContext* globalCtx, SceneCmd* cmd) {
globalCtx->nbSetupActors = cmd->actorList.num;
globalCtx->numSetupActors = cmd->actorList.num;
globalCtx->setupActorList = SEGMENTED_TO_VIRTUAL(cmd->actorList.segment);
}
@ -222,7 +222,7 @@ void func_80098674(GlobalContext* globalCtx, SceneCmd* cmd) {
// Scene Command 0x04: Room List
void func_800987A4(GlobalContext* globalCtx, SceneCmd* cmd) {
globalCtx->nbRooms = cmd->roomList.num;
globalCtx->numRooms = cmd->roomList.num;
globalCtx->roomList = SEGMENTED_TO_VIRTUAL(cmd->roomList.segment);
}
@ -327,17 +327,17 @@ void func_80098C24(GlobalContext* globalCtx, SceneCmd* cmd) {
// Scene Command 0x0E: Transition Actor List
void func_80098C68(GlobalContext* globalCtx, SceneCmd* cmd) {
globalCtx->nbTransitionActors = cmd->transiActorList.num;
globalCtx->transitionActorList = SEGMENTED_TO_VIRTUAL(cmd->transiActorList.segment);
globalCtx->transiActorCtx.numActors = cmd->transiActorList.num;
globalCtx->transiActorCtx.list = SEGMENTED_TO_VIRTUAL(cmd->transiActorList.segment);
}
void func_80098CBC(GlobalContext* globalCtx, u8* nbTransitionActors) {
*nbTransitionActors = 0;
void TransitionActor_InitContext(GameState* state, TransitionActorContext* transiActorCtx) {
transiActorCtx->numActors = 0;
}
// Scene Command 0x0F: Light Setting List
void func_80098CC8(GlobalContext* globalCtx, SceneCmd* cmd) {
globalCtx->envCtx.nbLightSettings = cmd->lightSettingList.num;
globalCtx->envCtx.numLightSettings = cmd->lightSettingList.num;
globalCtx->envCtx.lightSettingsList = SEGMENTED_TO_VIRTUAL(cmd->lightSettingList.segment);
}