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Label a bug in Door_Shutter (#810)

* comment

* Update src/overlays/actors/ovl_Door_Shutter/z_door_shutter.c

Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>

* Update src/overlays/actors/ovl_Door_Shutter/z_door_shutter.c

Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>

* Update src/overlays/actors/ovl_Door_Shutter/z_door_shutter.c

Co-authored-by: pixel-stuck <mathmcclintic@gmail.com>

* change message

* typo

* repeated myself

* extra space lmao

* change wording again

* Update src/overlays/actors/ovl_Door_Shutter/z_door_shutter.c

* indent

Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
Co-authored-by: pixel-stuck <mathmcclintic@gmail.com>
This commit is contained in:
fig02 2021-05-22 20:05:03 -04:00 committed by GitHub
parent 5062f785fc
commit a9df91be99
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@ -677,13 +677,27 @@ s32 func_80997A34(DoorShutter* this, GlobalContext* globalCtx) {
void DoorShutter_Draw(Actor* thisx, GlobalContext* globalCtx) {
DoorShutter* this = THIS;
//! @bug This actor is not fully initialized until the required object dependency is loaded.
//! In most cases, the check for objBankIndex to equal requiredObjBankIndex prevents the actor
//! from drawing until initialization is complete. However if the required object is the same as the
//! object dependency listed in init vars (gameplay_keep in this case), the check will pass even though
//! initialization has not completed. When this happens, it will try to draw the display list of the
//! first entry in `D_80998134`, which will likely crash the game.
//! This only matters in very specific scenarios, when the door is unculled on the first possible frame
//! after spawning. It will try to draw without having run update yet.
//!
//! The best way to fix this issue (and what was done in Majora's Mask) is to null out the draw function in
//! the init vars for the actor, and only set draw after initialization is complete.
if (this->dyna.actor.objBankIndex == this->requiredObjBankIndex &&
(this->unk_16B == 0 || func_80997A34(this, globalCtx) != 0)) {
s32 pad[2];
ShutterInfo* sp70 = &D_80998134[this->unk_16C];
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_door_shutter.c", 2048);
func_80093D18(globalCtx->state.gfxCtx);
if (this->unk_16C == 3) {
POLY_OPA_DISP = func_80997838(globalCtx, this, POLY_OPA_DISP);
if (this->unk_170 != 0.0f) {
@ -725,11 +739,13 @@ void DoorShutter_Draw(Actor* thisx, GlobalContext* globalCtx) {
gSPDisplayList(POLY_OPA_DISP++, sp70->b);
}
}
if (this->unk_16E != 0) {
Matrix_Scale(0.01f, 0.01f, 0.025f, MTXMODE_APPLY);
Actor_DrawDoorLock(globalCtx, this->unk_16E,
(this->doorType == SHUTTER_BOSS) ? 1 : ((this->unk_16C == 6) ? 2 : 0));
}
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_door_shutter.c", 2135);
}
}