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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
This commit is contained in:
mzxrules 2024-09-05 08:08:21 -04:00 committed by GitHub
parent dbb059c6a7
commit acb5c7f20c
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GPG key ID: B5690EEEBB952194
27 changed files with 243 additions and 195 deletions

View file

@ -121,7 +121,7 @@ void BgDodoago_Init(Actor* thisx, PlayState* play) {
if (Flags_GetSwitch(play, PARAMS_GET_U(this->dyna.actor.params, 0, 6))) {
BgDodoago_SetupAction(this, BgDodoago_DoNothing);
this->dyna.actor.shape.rot.x = 0x1333;
play->roomCtx.unk_74[BGDODOAGO_EYE_LEFT] = play->roomCtx.unk_74[BGDODOAGO_EYE_RIGHT] = 255;
play->roomCtx.drawParams[BGDODOAGO_EYE_LEFT] = play->roomCtx.drawParams[BGDODOAGO_EYE_RIGHT] = 255;
return;
}
@ -154,15 +154,15 @@ void BgDodoago_WaitExplosives(BgDodoago* this, PlayState* play) {
? BGDODOAGO_EYE_RIGHT
: BGDODOAGO_EYE_LEFT;
if (((play->roomCtx.unk_74[BGDODOAGO_EYE_LEFT] == 255) && (this->state == BGDODOAGO_EYE_RIGHT)) ||
((play->roomCtx.unk_74[BGDODOAGO_EYE_RIGHT] == 255) && (this->state == BGDODOAGO_EYE_LEFT))) {
if (((play->roomCtx.drawParams[BGDODOAGO_EYE_LEFT] == 255) && (this->state == BGDODOAGO_EYE_RIGHT)) ||
((play->roomCtx.drawParams[BGDODOAGO_EYE_RIGHT] == 255) && (this->state == BGDODOAGO_EYE_LEFT))) {
Flags_SetSwitch(play, PARAMS_GET_U(this->dyna.actor.params, 0, 6));
this->state = 0;
Audio_PlaySfxGeneral(NA_SE_SY_CORRECT_CHIME, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
BgDodoago_SetupAction(this, BgDodoago_OpenJaw);
OnePointCutscene_Init(play, 3380, 160, &this->dyna.actor, CAM_ID_MAIN);
} else if (play->roomCtx.unk_74[this->state] == 0) {
} else if (play->roomCtx.drawParams[this->state] == 0) {
OnePointCutscene_Init(play, 3065, 40, &this->dyna.actor, CAM_ID_MAIN);
BgDodoago_SetupAction(this, BgDodoago_LightOneEye);
Audio_PlaySfxGeneral(NA_SE_SY_CORRECT_CHIME, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
@ -212,14 +212,14 @@ void BgDodoago_OpenJaw(BgDodoago* this, PlayState* play) {
s32 i;
// make both eyes red (one already is)
if (play->roomCtx.unk_74[BGDODOAGO_EYE_LEFT] < 255) {
play->roomCtx.unk_74[BGDODOAGO_EYE_LEFT] += 5;
if (play->roomCtx.drawParams[BGDODOAGO_EYE_LEFT] < 255) {
play->roomCtx.drawParams[BGDODOAGO_EYE_LEFT] += 5;
}
if (play->roomCtx.unk_74[BGDODOAGO_EYE_RIGHT] < 255) {
play->roomCtx.unk_74[BGDODOAGO_EYE_RIGHT] += 5;
if (play->roomCtx.drawParams[BGDODOAGO_EYE_RIGHT] < 255) {
play->roomCtx.drawParams[BGDODOAGO_EYE_RIGHT] += 5;
}
if (play->roomCtx.unk_74[BGDODOAGO_EYE_LEFT] != 255 || play->roomCtx.unk_74[BGDODOAGO_EYE_RIGHT] != 255) {
if (play->roomCtx.drawParams[BGDODOAGO_EYE_LEFT] != 255 || play->roomCtx.drawParams[BGDODOAGO_EYE_RIGHT] != 255) {
sTimer--;
return;
}
@ -260,9 +260,9 @@ void BgDodoago_DoNothing(BgDodoago* this, PlayState* play) {
}
void BgDodoago_LightOneEye(BgDodoago* this, PlayState* play) {
play->roomCtx.unk_74[this->state] += 5;
play->roomCtx.drawParams[this->state] += 5;
if (play->roomCtx.unk_74[this->state] == 255) {
if (play->roomCtx.drawParams[this->state] == 255) {
BgDodoago_SetupAction(this, BgDodoago_WaitExplosives);
}
}

View file

@ -238,7 +238,7 @@ void BgMizuWater_ChangeWaterLevel(BgMizuWater* this, PlayState* play) {
}
if (Math_StepToF(&this->actor.world.pos.y, this->targetY, 5.0f)) {
play->roomCtx.unk_74[0] = 0;
play->roomCtx.drawParams[0] = 0;
this->actionFunc = BgMizuWater_WaitForAction;
Message_CloseTextbox(play);
}
@ -253,7 +253,7 @@ void BgMizuWater_ChangeWaterLevel(BgMizuWater* this, PlayState* play) {
this->targetY = this->baseY;
}
if (Math_StepToF(&this->actor.world.pos.y, this->targetY, 1.0f)) {
play->roomCtx.unk_74[0] = 0;
play->roomCtx.drawParams[0] = 0;
this->actionFunc = BgMizuWater_WaitForAction;
}
waterBoxes[6].ySurface = this->actor.world.pos.y;
@ -265,7 +265,7 @@ void BgMizuWater_ChangeWaterLevel(BgMizuWater* this, PlayState* play) {
this->targetY = this->baseY;
}
if (Math_StepToF(&this->actor.world.pos.y, this->targetY, 1.0f)) {
play->roomCtx.unk_74[0] = 0;
play->roomCtx.drawParams[0] = 0;
this->actionFunc = BgMizuWater_WaitForAction;
}
waterBoxes[8].ySurface = this->actor.world.pos.y;
@ -277,7 +277,7 @@ void BgMizuWater_ChangeWaterLevel(BgMizuWater* this, PlayState* play) {
this->targetY = this->baseY;
}
if (Math_StepToF(&this->actor.world.pos.y, this->targetY, 1.0f)) {
play->roomCtx.unk_74[0] = 0;
play->roomCtx.drawParams[0] = 0;
this->actionFunc = BgMizuWater_WaitForAction;
}
waterBoxes[16].ySurface = this->actor.world.pos.y;
@ -323,7 +323,7 @@ void BgMizuWater_Update(Actor* thisx, PlayState* play) {
unk1 = 255 - (s32)((posY - WATER_TEMPLE_WATER_F2_Y) / (WATER_TEMPLE_WATER_F3_Y - WATER_TEMPLE_WATER_F2_Y) *
(255 - 160));
}
play->roomCtx.unk_74[1] = ((u8)unk0 << 8) | (unk1 & 0xFF);
play->roomCtx.drawParams[1] = ((u8)unk0 << 8) | (unk1 & 0xFF);
}
this->actionFunc(this, play);

View file

@ -105,7 +105,7 @@ void func_808BA018(Actor* thisx, PlayState* play) {
}
void func_808BA204(BgTokiHikari* this, PlayState* play) {
if (play->roomCtx.unk_74[1] != 0) {
if (play->roomCtx.drawParams[1] != 0) {
this->actionFunc = func_808BA22C;
}
}

View file

@ -77,7 +77,7 @@ void BgTokiSwd_Init(Actor* thisx, PlayState* play) {
}
if (gSaveContext.sceneLayer == 5) {
play->roomCtx.unk_74[0] = 0xFF;
play->roomCtx.drawParams[0] = 0xFF;
}
Collider_InitCylinder(play, &this->collider);
@ -119,10 +119,10 @@ void func_808BAF40(BgTokiSwd* this, PlayState* play) {
}
}
if (gSaveContext.sceneLayer == 5) {
if (play->roomCtx.unk_74[0] > 0) {
play->roomCtx.unk_74[0]--;
if (play->roomCtx.drawParams[0] > 0) {
play->roomCtx.drawParams[0]--;
} else {
play->roomCtx.unk_74[0] = 0;
play->roomCtx.drawParams[0] = 0;
}
}
}
@ -146,8 +146,8 @@ void func_808BB0AC(BgTokiSwd* this, PlayState* play) {
}
void func_808BB128(BgTokiSwd* this, PlayState* play) {
if (CutsceneFlags_Get(play, 1) && (play->roomCtx.unk_74[0] < 0xFF)) {
play->roomCtx.unk_74[0] += 5;
if (CutsceneFlags_Get(play, 1) && (play->roomCtx.drawParams[0] < 0xFF)) {
play->roomCtx.drawParams[0] += 5;
}
}

View file

@ -241,7 +241,7 @@ void BgTreemouth_Draw(Actor* thisx, PlayState* play) {
}
if (gSaveContext.sceneLayer == 6) {
alpha = (play->roomCtx.unk_74[0] + 0x1F4);
alpha = (play->roomCtx.drawParams[0] + 0x1F4);
}
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, alpha * 0.1f);

View file

@ -337,7 +337,7 @@ void BossMo_Init(Actor* thisx, PlayState* play2) {
Flags_SetSwitch(play, 0x14);
sMorphaCore = this;
MO_WATER_LEVEL(play) = this->waterLevel = MO_WATER_LEVEL(play);
play->roomCtx.unk_74[0] = 0xA0;
play->roomCtx.drawParams[0] = 0xA0;
play->specialEffects = sEffects;
for (i = 0; i < BOSS_MO_EFFECT_COUNT; i++) {
sEffects[i].type = MO_FX_NONE;
@ -357,7 +357,7 @@ void BossMo_Init(Actor* thisx, PlayState* play2) {
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_DOOR_WARP1, 0.0f, -280.0f, 0.0f, 0, 0, 0,
WARP_DUNGEON_ADULT);
Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, -200.0f, -280.0f, 0.0f, 0, 0, 0, 0);
play->roomCtx.unk_74[0] = 0xFF;
play->roomCtx.drawParams[0] = 0xFF;
MO_WATER_LEVEL(play) = -500;
return;
}
@ -1711,9 +1711,9 @@ void BossMo_DeathCs(BossMo* this, PlayState* play) {
}
}
if (sMorphaCore->waterLevel < -200.0f) {
play->roomCtx.unk_74[0]++;
if (play->roomCtx.unk_74[0] >= 0xFF) {
play->roomCtx.unk_74[0] = 0xFF;
play->roomCtx.drawParams[0]++;
if (play->roomCtx.drawParams[0] >= 0xFF) {
play->roomCtx.drawParams[0] = 0xFF;
}
}
if (sMorphaCore->waterLevel < -250.0f) {

View file

@ -236,7 +236,7 @@ void DemoKankyo_Init(Actor* thisx, PlayState* play) {
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_DOOR_TOKI, this->actor.world.pos.x,
this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0x0000);
} else {
play->roomCtx.unk_74[1] = 0xFF;
play->roomCtx.drawParams[1] = 0xFF;
Actor_Kill(&this->actor);
}
break;

View file

@ -350,7 +350,7 @@ void DoorShutter_SetupAction(DoorShutter* this, DoorShutterActionFunc actionFunc
* @return true if the door is barred
*/
s32 DoorShutter_SetupDoor(DoorShutter* this, PlayState* play) {
TransitionActorEntry* transitionEntry = &play->transiActorCtx.list[GET_TRANSITION_ACTOR_INDEX(&this->dyna.actor)];
TransitionActorEntry* transitionEntry = &play->transitionActors.list[GET_TRANSITION_ACTOR_INDEX(&this->dyna.actor)];
s8 frontRoom = transitionEntry->sides[0].room;
s32 doorType = this->doorType;
DoorShutterStyleInfo* styleInfo = &sStyleInfo[this->styleType];
@ -462,7 +462,7 @@ void DoorShutter_Destroy(Actor* thisx, PlayState* play) {
if (this->dyna.actor.room >= 0) {
s32 transitionActorId = GET_TRANSITION_ACTOR_INDEX(&this->dyna.actor);
play->transiActorCtx.list[transitionActorId].id *= -1;
play->transitionActors.list[transitionActorId].id *= -1;
}
}
@ -801,7 +801,7 @@ void DoorShutter_SetupClosed(DoorShutter* this, PlayState* play) {
Vec3f relPlayerPos;
Actor_WorldToActorCoords(&this->dyna.actor, &relPlayerPos, &player->actor.world.pos);
this->dyna.actor.room = play->transiActorCtx.list[GET_TRANSITION_ACTOR_INDEX(&this->dyna.actor)]
this->dyna.actor.room = play->transitionActors.list[GET_TRANSITION_ACTOR_INDEX(&this->dyna.actor)]
.sides[(relPlayerPos.z < 0.0f) ? 0 : 1]
.room;
if (room != this->dyna.actor.room) {
@ -809,9 +809,9 @@ void DoorShutter_SetupClosed(DoorShutter* this, PlayState* play) {
play->roomCtx.curRoom = play->roomCtx.prevRoom;
play->roomCtx.prevRoom = tempRoom;
play->roomCtx.unk_30 ^= 1;
play->roomCtx.activeBufPage ^= 1;
}
func_80097534(play, &play->roomCtx);
Room_FinishRoomChange(play, &play->roomCtx);
Play_SetupRespawnPoint(play, RESPAWN_MODE_DOWN, 0x0EFF);
}
this->isActive = false;
@ -1012,7 +1012,7 @@ void DoorShutter_Draw(Actor* thisx, PlayState* play) {
} else {
if (gfxInfo->barsDL != NULL) {
TransitionActorEntry* transitionEntry =
&play->transiActorCtx.list[GET_TRANSITION_ACTOR_INDEX(&this->dyna.actor)];
&play->transitionActors.list[GET_TRANSITION_ACTOR_INDEX(&this->dyna.actor)];
if (play->roomCtx.prevRoom.num >= 0 ||
transitionEntry->sides[0].room == transitionEntry->sides[1].room) {

View file

@ -166,7 +166,7 @@ void EnDoor_Destroy(Actor* thisx, PlayState* play) {
TransitionActorEntry* transitionEntry;
EnDoor* this = (EnDoor*)thisx;
transitionEntry = &play->transiActorCtx.list[GET_TRANSITION_ACTOR_INDEX(&this->actor)];
transitionEntry = &play->transitionActors.list[GET_TRANSITION_ACTOR_INDEX(&this->actor)];
if (transitionEntry->id < 0) {
transitionEntry->id = -transitionEntry->id;
}
@ -334,7 +334,7 @@ s32 EnDoor_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f*
TransitionActorEntry* transitionEntry;
Gfx** doorDLists = sDoorDLists[this->dListIndex];
transitionEntry = &play->transiActorCtx.list[GET_TRANSITION_ACTOR_INDEX(&this->actor)];
transitionEntry = &play->transitionActors.list[GET_TRANSITION_ACTOR_INDEX(&this->actor)];
rot->z += this->actor.world.rot.y;
if ((play->roomCtx.prevRoom.num >= 0) || (transitionEntry->sides[0].room == transitionEntry->sides[1].room)) {
// Draw the side of the door that is visible to the camera

View file

@ -133,7 +133,7 @@ void EnHoll_Init(Actor* thisx, PlayState* play) {
void EnHoll_Destroy(Actor* thisx, PlayState* play) {
s32 transitionActorIndex = GET_TRANSITION_ACTOR_INDEX(thisx);
TransitionActorEntry* transitionEntry = &play->transiActorCtx.list[transitionActorIndex];
TransitionActorEntry* transitionEntry = &play->transitionActors.list[transitionActorIndex];
transitionEntry->id = -transitionEntry->id;
}
@ -145,7 +145,7 @@ void EnHoll_SwapRooms(PlayState* play) {
tempRoom = roomCtx->curRoom;
roomCtx->curRoom = roomCtx->prevRoom;
roomCtx->prevRoom = tempRoom;
play->roomCtx.unk_30 ^= 1;
play->roomCtx.activeBufPage ^= 1;
}
/**
@ -196,14 +196,14 @@ void EnHoll_HorizontalVisibleNarrow(EnHoll* this, PlayState* play) {
transitionActorIndex = GET_TRANSITION_ACTOR_INDEX(&this->actor);
if (orthogonalDistToPlayer > sHorizontalVisibleNarrowTriggerDists[triggerDistsIndex][1]) {
if (play->roomCtx.prevRoom.num >= 0 && play->roomCtx.status == 0) {
this->actor.room = play->transiActorCtx.list[transitionActorIndex].sides[this->side].room;
this->actor.room = play->transitionActors.list[transitionActorIndex].sides[this->side].room;
EnHoll_SwapRooms(play);
func_80097534(play, &play->roomCtx);
Room_FinishRoomChange(play, &play->roomCtx);
}
} else {
this->actor.room = play->transiActorCtx.list[transitionActorIndex].sides[this->side ^ 1].room;
this->actor.room = play->transitionActors.list[transitionActorIndex].sides[this->side ^ 1].room;
if (play->roomCtx.prevRoom.num < 0) {
func_8009728C(play, &play->roomCtx, this->actor.room);
Room_RequestNewRoom(play, &play->roomCtx, this->actor.room);
} else {
this->planeAlpha =
(255.0f / (sHorizontalVisibleNarrowTriggerDists[triggerDistsIndex][2] -
@ -239,14 +239,14 @@ void EnHoll_HorizontalInvisible(EnHoll* this, PlayState* play) {
orthogonalDistToSubject > ENHOLL_H_INVISIBLE_LOAD_DEPTH_MIN))) {
s32 transitionActorIndex = GET_TRANSITION_ACTOR_INDEX(&this->actor);
s32 side = (relSubjectPos.z < 0.0f) ? 0 : 1;
TransitionActorEntry* transitionEntry = &play->transiActorCtx.list[transitionActorIndex];
TransitionActorEntry* transitionEntry = &play->transitionActors.list[transitionActorIndex];
s32 room = transitionEntry->sides[side].room;
this->actor.room = room;
if (isKokiriLayer8) {}
if (this->actor.room != play->roomCtx.curRoom.num) {
if (room) {}
if (func_8009728C(play, &play->roomCtx, this->actor.room)) {
if (Room_RequestNewRoom(play, &play->roomCtx, this->actor.room)) {
EnHoll_SetupAction(this, EnHoll_WaitRoomLoaded);
}
}
@ -273,11 +273,11 @@ void EnHoll_VerticalDownBgCoverLarge(EnHoll* this, PlayState* play) {
}
if (absYDistToPlayer < ENHOLL_V_DOWN_LOAD_YDIST) {
this->actor.room = play->transiActorCtx.list[transitionActorIndex].sides[1].room;
this->actor.room = play->transitionActors.list[transitionActorIndex].sides[1].room;
Math_SmoothStepToF(&player->actor.world.pos.x, this->actor.world.pos.x, 1.0f, 50.0f, 10.0f);
Math_SmoothStepToF(&player->actor.world.pos.z, this->actor.world.pos.z, 1.0f, 50.0f, 10.0f);
if (this->actor.room != play->roomCtx.curRoom.num &&
func_8009728C(play, &play->roomCtx, this->actor.room)) {
Room_RequestNewRoom(play, &play->roomCtx, this->actor.room)) {
EnHoll_SetupAction(this, EnHoll_WaitRoomLoaded);
this->resetBgCoverAlpha = true;
player->actor.speed = 0.0f;
@ -308,9 +308,9 @@ void EnHoll_VerticalBgCover(EnHoll* this, PlayState* play) {
s32 transitionActorIndex = GET_TRANSITION_ACTOR_INDEX(&this->actor);
s32 side = (this->actor.yDistToPlayer > 0.0f) ? 0 : 1;
this->actor.room = play->transiActorCtx.list[transitionActorIndex].sides[side].room;
this->actor.room = play->transitionActors.list[transitionActorIndex].sides[side].room;
if (this->actor.room != play->roomCtx.curRoom.num &&
func_8009728C(play, &play->roomCtx, this->actor.room)) {
Room_RequestNewRoom(play, &play->roomCtx, this->actor.room)) {
EnHoll_SetupAction(this, EnHoll_WaitRoomLoaded);
this->resetBgCoverAlpha = true;
}
@ -334,9 +334,9 @@ void EnHoll_VerticalInvisible(EnHoll* this, PlayState* play) {
absYDistToPlayer > ENHOLL_V_INVISIBLE_LOAD_YDIST_MIN) {
transitionActorIndex = GET_TRANSITION_ACTOR_INDEX(&this->actor);
side = (this->actor.yDistToPlayer > 0.0f) ? 0 : 1;
this->actor.room = play->transiActorCtx.list[transitionActorIndex].sides[side].room;
this->actor.room = play->transitionActors.list[transitionActorIndex].sides[side].room;
if (this->actor.room != play->roomCtx.curRoom.num &&
func_8009728C(play, &play->roomCtx, this->actor.room)) {
Room_RequestNewRoom(play, &play->roomCtx, this->actor.room)) {
EnHoll_SetupAction(this, EnHoll_WaitRoomLoaded);
}
}
@ -375,9 +375,9 @@ void EnHoll_HorizontalBgCoverSwitchFlag(EnHoll* this, PlayState* play) {
if (orthogonalDistToPlayer < ENHOLL_H_SWITCHFLAG_LOAD_DEPTH) {
s32 side = (relPlayerPos.z < 0.0f) ? 0 : 1;
this->actor.room = play->transiActorCtx.list[transitionActorIndex].sides[side].room;
this->actor.room = play->transitionActors.list[transitionActorIndex].sides[side].room;
if (this->actor.room != play->roomCtx.curRoom.num &&
func_8009728C(play, &play->roomCtx, this->actor.room)) {
Room_RequestNewRoom(play, &play->roomCtx, this->actor.room)) {
EnHoll_SetupAction(this, EnHoll_WaitRoomLoaded);
}
}
@ -392,7 +392,7 @@ void EnHoll_HorizontalBgCoverSwitchFlag(EnHoll* this, PlayState* play) {
void EnHoll_WaitRoomLoaded(EnHoll* this, PlayState* play) {
if (!EnHoll_IsKokiriLayer8() && play->roomCtx.status == 0) {
func_80097534(play, &play->roomCtx);
Room_FinishRoomChange(play, &play->roomCtx);
if (play->bgCoverAlpha == 0) {
this->resetBgCoverAlpha = false;
}

View file

@ -14,7 +14,7 @@
#include "cic6105.h"
#endif
#pragma increment_block_number "gc-eu:160 gc-eu-mq:160 gc-jp:162 gc-jp-ce:162 gc-jp-mq:162 gc-us:162 gc-us-mq:162"
#pragma increment_block_number "gc-eu:157 gc-eu-mq:157 gc-jp:159 gc-jp-ce:159 gc-jp-mq:159 gc-us:159 gc-us-mq:159"
#define FLAGS ACTOR_FLAG_4
@ -920,10 +920,10 @@ void Fishing_Init(Actor* thisx, PlayState* play2) {
sFishGameNumber = (HIGH_SCORE(HS_FISHING) & (HS_FISH_PLAYED * 255)) >> 0x10;
if ((sFishGameNumber & 7) == 7) {
play->roomCtx.unk_74[0] = 90;
play->roomCtx.drawParams[0] = 90;
sFishingFoggy = 1;
} else {
play->roomCtx.unk_74[0] = 40;
play->roomCtx.drawParams[0] = 40;
sFishingFoggy = 0;
}

View file

@ -5008,7 +5008,7 @@ s32 Player_ActionChange_1(Player* this, PlayState* play) {
if (slidingDoor->dyna.actor.category == ACTORCAT_DOOR) {
this->cv.slidingDoorBgCamIndex =
play->transiActorCtx.list[GET_TRANSITION_ACTOR_INDEX(&slidingDoor->dyna.actor)]
play->transitionActors.list[GET_TRANSITION_ACTOR_INDEX(&slidingDoor->dyna.actor)]
.sides[(doorDirection > 0) ? 0 : 1]
.bgCamIndex;
@ -5091,7 +5091,7 @@ s32 Player_ActionChange_1(Player* this, PlayState* play) {
}
} else {
Camera_ChangeDoorCam(Play_GetCamera(play, CAM_ID_MAIN), doorActor,
play->transiActorCtx.list[GET_TRANSITION_ACTOR_INDEX(doorActor)]
play->transitionActors.list[GET_TRANSITION_ACTOR_INDEX(doorActor)]
.sides[(doorDirection > 0) ? 0 : 1]
.bgCamIndex,
0, 38.0f * D_808535EC, 26.0f * D_808535EC, 10.0f * D_808535EC);
@ -5100,12 +5100,12 @@ s32 Player_ActionChange_1(Player* this, PlayState* play) {
}
if ((this->doorType != PLAYER_DOORTYPE_FAKE) && (doorActor->category == ACTORCAT_DOOR)) {
frontRoom = play->transiActorCtx.list[GET_TRANSITION_ACTOR_INDEX(doorActor)]
frontRoom = play->transitionActors.list[GET_TRANSITION_ACTOR_INDEX(doorActor)]
.sides[(doorDirection > 0) ? 0 : 1]
.room;
if ((frontRoom >= 0) && (frontRoom != play->roomCtx.curRoom.num)) {
func_8009728C(play, &play->roomCtx, frontRoom);
Room_RequestNewRoom(play, &play->roomCtx, frontRoom);
}
}
@ -9703,7 +9703,7 @@ void Player_Action_80845EF8(Player* this, PlayState* play) {
} else {
func_8083C0E8(this, play);
if (play->roomCtx.prevRoom.num >= 0) {
func_80097534(play, &play->roomCtx);
Room_FinishRoomChange(play, &play->roomCtx);
}
Camera_SetFinishedFlag(Play_GetCamera(play, CAM_ID_MAIN));
Play_SetupRespawnPoint(play, RESPAWN_MODE_DOWN, 0xDFF);