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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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mzxrules 2024-09-05 08:08:21 -04:00 committed by GitHub
parent dbb059c6a7
commit acb5c7f20c
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27 changed files with 243 additions and 195 deletions

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@ -230,8 +230,8 @@ BAD_RETURN(s32) Scene_CommandCollisionHeader(PlayState* play, SceneCmd* cmd) {
}
BAD_RETURN(s32) Scene_CommandRoomList(PlayState* play, SceneCmd* cmd) {
play->numRooms = cmd->roomList.length;
play->roomList = SEGMENTED_TO_VIRTUAL(cmd->roomList.data);
play->roomList.count = cmd->roomList.length;
play->roomList.romFiles = SEGMENTED_TO_VIRTUAL(cmd->roomList.data);
}
BAD_RETURN(s32) Scene_CommandSpawnList(PlayState* play, SceneCmd* cmd) {
@ -327,12 +327,12 @@ BAD_RETURN(s32) Scene_CommandPathList(PlayState* play, SceneCmd* cmd) {
}
BAD_RETURN(s32) Scene_CommandTransitionActorEntryList(PlayState* play, SceneCmd* cmd) {
play->transiActorCtx.numActors = cmd->transiActorList.length;
play->transiActorCtx.list = SEGMENTED_TO_VIRTUAL(cmd->transiActorList.data);
play->transitionActors.count = cmd->transiActorList.length;
play->transitionActors.list = SEGMENTED_TO_VIRTUAL(cmd->transiActorList.data);
}
void TransitionActor_InitContext(GameState* state, TransitionActorContext* transiActorCtx) {
transiActorCtx->numActors = 0;
void Scene_ResetTransitionActorList(GameState* state, TransitionActorList* transitionActors) {
transitionActors->count = 0;
}
BAD_RETURN(s32) Scene_CommandLightSettingsList(PlayState* play, SceneCmd* cmd) {