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Name Actor_DrawAll (#2464)

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fig02 2025-02-11 17:33:09 -05:00 committed by GitHub
parent ae89a8e47b
commit 96e13149ea
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3 changed files with 16 additions and 3 deletions

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@ -850,7 +850,7 @@ void Actor_DisableLens(struct PlayState* play);
void Actor_InitContext(struct PlayState* play, ActorContext* actorCtx, struct ActorEntry* playerEntry);
void Actor_UpdateAll(struct PlayState* play, ActorContext* actorCtx);
s32 Actor_CullingVolumeTest(struct PlayState* play, Actor* actor, Vec3f* projPos, f32 projW);
void func_800315AC(struct PlayState* play, ActorContext* actorCtx);
void Actor_DrawAll(struct PlayState* play, ActorContext* actorCtx);
void Actor_KillAllWithMissingObject(struct PlayState* play, ActorContext* actorCtx);
void func_80031B14(struct PlayState* play, ActorContext* actorCtx);
void func_80031C3C(ActorContext* actorCtx, struct PlayState* play);

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@ -2835,7 +2835,20 @@ s32 Actor_CullingVolumeTest(PlayState* play, Actor* actor, Vec3f* projPos, f32 p
return false;
}
void func_800315AC(PlayState* play, ActorContext* actorCtx) {
/**
* Iterates through all category lists to draw every actor.
*
* In addition to actors, this function also draws:
* - Effects
* - EffectSs
* - Title Cards
* - Farores Wind Pointer
* - Light glow
* - Actor Collision (debug only)
*
* Note: If an actor is made visible by Lens of Truth, it will be drawn by `Actor_DrawLensActors` instead.
*/
void Actor_DrawAll(PlayState* play, ActorContext* actorCtx) {
s32 invisibleActorCounter;
Actor* invisibleActors[INVISIBLE_ACTOR_MAX];
ActorListEntry* actorListEntry;

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@ -1294,7 +1294,7 @@ void Play_Draw(PlayState* this) {
}
if (!DEBUG_FEATURES || (R_HREG_MODE != HREG_MODE_PLAY) || R_PLAY_DRAW_ACTORS) {
func_800315AC(this, &this->actorCtx);
Actor_DrawAll(this, &this->actorCtx);
}
if (!DEBUG_FEATURES || (R_HREG_MODE != HREG_MODE_PLAY) || R_PLAY_DRAW_LENS_FLARES) {