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Decompile z_map_exp.c (2 non matchings left) (#104)

Also documented the map data table (not decompiled yet however), and added a DungeonItem enum to use with gSaveContext.dungeonItems reads/writes.
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Roman971 2020-05-01 17:09:20 +02:00 committed by GitHub
parent 9f1c996db5
commit 9f98210488
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36 changed files with 894 additions and 1998 deletions

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@ -2753,11 +2753,10 @@ Actor* Actor_Spawn(ActorContext* actorCtx, GlobalContext* globalCtx, s16 actorId
overlayEntry->nbLoaded = 0;
}
actorInit =
(ActorInit*)((u32)(overlayEntry->initInfo != NULL
? (ActorInit*)((u32)overlayEntry->initInfo - (s32)((u32)overlayEntry->vramStart -
(u32)overlayEntry->loadedRamAddr))
: NULL));
actorInit = (void*)(u32)((overlayEntry->initInfo != NULL)
? (void*)((u32)overlayEntry->initInfo -
(s32)((u32)overlayEntry->vramStart - (u32)overlayEntry->loadedRamAddr))
: NULL);
}
objBankIndex = Object_GetIndex(&globalCtx->objectCtx, actorInit->objectId);