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Three new matching functions (#492)
* Darkmeiro decompilation Bg_Gnd_Darkmeiro decompiled, matched, and documented. * give this a shot * fix conflict * one more try * could be useful * whoops * ZAP2 stuff * ZAP why * ZAP again * match * new matches * format * need to kill the asm, too * whoops dlists * one more match * no more temp * let's fix Gameplay_ChangeCameraStatus while we're at it * formatted
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56 changed files with 333 additions and 1218 deletions
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@ -179,22 +179,22 @@ void func_80A59014(EnHoll* this, GlobalContext* globalCtx) {
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TransitionActorEntry* transitionEntry;
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f32 planeHalfWidth;
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s32 pad2;
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Player* player = PLAYER;
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s32 useViewEye = D_8011D394 != 0 || globalCtx->csCtx.state != 0;
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s32 transitionActorIdx;
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f32 absZ;
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s32 side;
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Player* player = PLAYER;
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func_8002DBD0(&this->actor, &vec, (useViewEye) ? &globalCtx->view.eye : &player->actor.posRot.pos);
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planeHalfWidth = (((this->actor.params >> 6) & 7) == 6) ? PLANE_HALFWIDTH : PLANE_HALFWIDTH_2;
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if (EnHoll_IsKokiriSetup8() || (vec.y > PLANE_Y_MIN && vec.y < PLANE_Y_MAX && fabsf(vec.x) < planeHalfWidth &&
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(absZ = fabsf(vec.z), (absZ < 100.0f && absZ > 50.0f)))) {
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fabsf(vec.z) < 100.0f && fabsf(vec.z) > 50.0f)) {
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transitionActorIdx = (u16)this->actor.params >> 0xA;
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side = (vec.z < 0.0f) ? 0 : 1;
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transitionEntry = &globalCtx->transitionActorList[transitionActorIdx];
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this->actor.room = transitionEntry->sides[side].room;
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if (this->actor.room != globalCtx->roomCtx.curRoom.num &&
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func_8009728C(globalCtx, &globalCtx->roomCtx, (u32)this->actor.room) != 0) {
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func_8009728C(globalCtx, &globalCtx->roomCtx, (u32)this->actor.room)) {
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EnHoll_SetupAction(this, EnHoll_NextAction);
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}
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}
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