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