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OnePointDemo OK (#719)
* matches * more matches * progress? * it's time * so close * organize declarations * docs * more fixes * more fixes * fix stage 1 * more fixes * first try * demo ids in decimal * final cleanup * one more thing * fixes * more cleanup * onepointcs * OnePointCutscene Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
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233 changed files with 3949 additions and 7571 deletions
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@ -497,7 +497,7 @@ Again we have run out of action functions. The rules suggest that we now look at
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Update runs every frame and updates the properties of the actor, and usually runs the action functions once per frame. As before we change the first argument to `EnJj* this` to get it to use our actor's struct. mips2c gives
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```C
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void EnJj_Update(EnJj *this, GlobalContext *globalCtx) {
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if ((globalCtx->csCtx.state != 0) && (globalCtx->unk1D94 != 0)) {
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if ((globalCtx->csCtx.state != CS_STATE_IDLE) && (globalCtx->unk1D94 != 0)) {
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func_80A87D94();
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} else {
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this->actionFunc(this);
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@ -521,7 +521,7 @@ Lastly, what is `globalCtx->unk1D94`? It is at `globalCtx->csCtx + 0x30`, or `gl
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void EnJj_Update(Actor *thisx, GlobalContext *globalCtx) {
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EnJj* this = THIS;
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if ((globalCtx->csCtx.state != 0) && (globalCtx->csCtx.npcActions[2] != NULL)) {
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if ((globalCtx->csCtx.state != CS_STATE_IDLE) && (globalCtx->csCtx.npcActions[2] != NULL)) {
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func_80A87D94(this, globalCtx);
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} else {
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this->actionFunc(this, globalCtx);
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