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DoorKiller OK (#631)
* Init done * slight tweak * Destroy done * func_80995020 * func_809951C4 done * started func_80995A84 * func_80995A84, func_80995284, func_809952B8 done * started the mess that is func_80995368 * most functions done except for 3 trouble cases * func_80995368 done * func_809958E4 done * fully matching. Documentation and cleanup to come * fixed fake matches * documentation progress * More documentation * getting close on tidying up everything * Finalised documentation and made some comments and name changes in player and other door files * formatting and final touches to comments * pr stuff * merge master * merge * format * remove unused asm after merge * review * \n Co-authored-by: fig02 <fig02srl@gmail.com>
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36 changed files with 544 additions and 1554 deletions
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@ -569,7 +569,6 @@ void func_80AEBA2C(EnRu1* this, GlobalContext* globalCtx) {
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f32 temp_ret_2;
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CsCmdActorAction* csCmdNPCAction = func_80AEB438(globalCtx);
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s32 pad2;
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if (csCmdNPCAction != NULL) {
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temp_ret_2 = func_80AEB7E0(csCmdNPCAction, globalCtx);
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thisPos = &this->actor.world.pos;
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