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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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@ -118,7 +118,7 @@ void EnHoll_Init(Actor* thisx, GlobalContext* globalCtx) {
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void EnHoll_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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s32 transitionActorIdx = (u16)thisx->params >> 0xA;
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TransitionActorEntry* transitionEntry = &globalCtx->transitionActorList[transitionActorIdx];
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TransitionActorEntry* transitionEntry = &globalCtx->transiActorCtx.list[transitionActorIdx];
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transitionEntry->id = -transitionEntry->id;
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}
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@ -149,12 +149,12 @@ void func_80A58DD4(EnHoll* this, GlobalContext* globalCtx) {
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transitionActorIdx = (u16)this->actor.params >> 0xA;
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if (absZ > sHorizTriggerDists[phi_t0][1]) {
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if (globalCtx->roomCtx.prevRoom.num >= 0 && globalCtx->roomCtx.status == 0) {
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this->actor.room = globalCtx->transitionActorList[transitionActorIdx].sides[this->side].room;
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this->actor.room = globalCtx->transiActorCtx.list[transitionActorIdx].sides[this->side].room;
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EnHoll_SwapRooms(globalCtx);
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func_80097534(globalCtx, &globalCtx->roomCtx);
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}
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} else {
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this->actor.room = globalCtx->transitionActorList[transitionActorIdx].sides[this->side ^ 1].room;
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this->actor.room = globalCtx->transiActorCtx.list[transitionActorIdx].sides[this->side ^ 1].room;
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if (globalCtx->roomCtx.prevRoom.num < 0) {
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func_8009728C(globalCtx, &globalCtx->roomCtx, this->actor.room);
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} else {
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@ -186,7 +186,7 @@ void func_80A59014(EnHoll* this, GlobalContext* globalCtx) {
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(absZ = fabsf(vec.z), 100.0f > absZ && absZ > 50.0f))) {
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s32 transitionActorIdx = (u16)this->actor.params >> 0xA;
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s32 side = (vec.z < 0.0f) ? 0 : 1;
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TransitionActorEntry* transitionEntry = &globalCtx->transitionActorList[transitionActorIdx];
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TransitionActorEntry* transitionEntry = &globalCtx->transiActorCtx.list[transitionActorIdx];
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s32 room = transitionEntry->sides[side].room;
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this->actor.room = room;
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@ -216,7 +216,7 @@ void func_80A591C0(EnHoll* this, GlobalContext* globalCtx) {
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globalCtx->unk_11E18 = (s16)(605.0f - absY) * 0.5f;
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}
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if (absY < 95.0f) {
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this->actor.room = globalCtx->transitionActorList[transitionActorIdx].sides[1].room;
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this->actor.room = globalCtx->transiActorCtx.list[transitionActorIdx].sides[1].room;
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Math_SmoothStepToF(&player->actor.world.pos.x, this->actor.world.pos.x, 1.0f, 50.0f, 10.0f);
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Math_SmoothStepToF(&player->actor.world.pos.z, this->actor.world.pos.z, 1.0f, 50.0f, 10.0f);
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if (this->actor.room != globalCtx->roomCtx.curRoom.num &&
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@ -247,7 +247,7 @@ void func_80A593A4(EnHoll* this, GlobalContext* globalCtx) {
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if (absY > 50.0f) {
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transitionActorIdx = (u16)this->actor.params >> 0xA;
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side = (0.0f < this->actor.yDistToPlayer) ? 0 : 1;
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this->actor.room = globalCtx->transitionActorList[transitionActorIdx].sides[side].room;
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this->actor.room = globalCtx->transiActorCtx.list[transitionActorIdx].sides[side].room;
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if (this->actor.room != globalCtx->roomCtx.curRoom.num &&
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func_8009728C(globalCtx, &globalCtx->roomCtx, this->actor.room) != 0) {
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EnHoll_SetupAction(this, EnHoll_NextAction);
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@ -271,7 +271,7 @@ void func_80A59520(EnHoll* this, GlobalContext* globalCtx) {
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if (absY < 200.0f && absY > 50.0f) {
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transitionActorIdx = (u16)this->actor.params >> 0xA;
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side = (0.0f < this->actor.yDistToPlayer) ? 0 : 1;
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this->actor.room = globalCtx->transitionActorList[transitionActorIdx].sides[side].room;
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this->actor.room = globalCtx->transiActorCtx.list[transitionActorIdx].sides[side].room;
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if (this->actor.room != globalCtx->roomCtx.curRoom.num &&
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func_8009728C(globalCtx, &globalCtx->roomCtx, this->actor.room) != 0) {
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EnHoll_SetupAction(this, EnHoll_NextAction);
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@ -307,7 +307,7 @@ void func_80A59618(EnHoll* this, GlobalContext* globalCtx) {
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}
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if (absZ < 50.0f) {
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side = (vec.z < 0.0f) ? 0 : 1;
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this->actor.room = globalCtx->transitionActorList[transitionActorIdx].sides[side].room;
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this->actor.room = globalCtx->transiActorCtx.list[transitionActorIdx].sides[side].room;
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if (this->actor.room != globalCtx->roomCtx.curRoom.num &&
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func_8009728C(globalCtx, &globalCtx->roomCtx, this->actor.room) != 0) {
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EnHoll_SetupAction(this, EnHoll_NextAction);
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@ -343,6 +343,7 @@ void EnHoll_Draw(Actor* thisx, GlobalContext* globalCtx) {
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// Only draw the plane if not invisible
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if (this->planeAlpha != 0) {
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_holl.c", 805);
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if (this->planeAlpha == 255) {
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gfxP = POLY_OPA_DISP;
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setupDLIdx = 37;
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@ -365,6 +366,7 @@ void EnHoll_Draw(Actor* thisx, GlobalContext* globalCtx) {
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} else {
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POLY_XLU_DISP = gfxP;
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}
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_holl.c", 831);
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}
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}
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