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Update Room Documentation (#2015)
* Update Room Documentation * Write more complete documentation, implement suggestions. * Function name changes; minor comment tweaks * nit * Resolve Dragorn fixes * Resolve Fig suggestions, fix comment wording * fix bss, fig suggestion * bss
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27 changed files with 243 additions and 195 deletions
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@ -1972,7 +1972,7 @@ void func_8002F994(Actor* actor, s32 timer) {
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// Tests if something hit Jabu Jabu surface, displaying hit splash and playing sfx if true
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s32 func_8002F9EC(PlayState* play, Actor* actor, CollisionPoly* poly, s32 bgId, Vec3f* pos) {
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if (SurfaceType_GetFloorType(&play->colCtx, poly, bgId) == FLOOR_TYPE_8) {
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play->roomCtx.unk_74[0] = 1;
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play->roomCtx.drawParams[0] = 1;
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CollisionCheck_BlueBlood(play, NULL, pos);
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Actor_PlaySfx(actor, NA_SE_IT_WALL_HIT_BUYO);
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return true;
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@ -3079,8 +3079,8 @@ void Actor_SpawnTransitionActors(PlayState* play, ActorContext* actorCtx) {
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u8 numActors;
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s32 i;
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transitionActor = play->transiActorCtx.list;
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numActors = play->transiActorCtx.numActors;
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transitionActor = play->transitionActors.list;
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numActors = play->transitionActors.count;
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for (i = 0; i < numActors; i++) {
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if (transitionActor->id >= 0) {
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@ -3095,7 +3095,7 @@ void Actor_SpawnTransitionActors(PlayState* play, ActorContext* actorCtx) {
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(i << TRANSITION_ACTOR_PARAMS_INDEX_SHIFT) + transitionActor->params);
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transitionActor->id = -transitionActor->id;
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numActors = play->transiActorCtx.numActors;
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numActors = play->transitionActors.count;
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}
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}
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transitionActor++;
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