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