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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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@ -393,8 +393,8 @@ void ObjLightswitch_DrawOpa(ObjLightswitch* this, GlobalContext* globalCtx) {
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_obj_lightswitch.c", 809);
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func_80093D18(globalCtx->state.gfxCtx);
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gDPSetEnvColor(POLY_OPA_DISP++, (u8)(this->color[0] >> 6), (u8)(this->color[1] >> 6),
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(u8)(this->color[2] >> 6), (u8)(this->alpha >> 6));
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gDPSetEnvColor(POLY_OPA_DISP++, (u8)(this->color[0] >> 6), (u8)(this->color[1] >> 6), (u8)(this->color[2] >> 6),
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(u8)(this->alpha >> 6));
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gSPSegment(POLY_OPA_DISP++, 0x09, &D_80116280[2]);
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if ((this->actor.params & 1) == 1) {
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@ -443,8 +443,8 @@ void ObjLightswitch_DrawXlu(ObjLightswitch* this, GlobalContext* globalCtx) {
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_obj_lightswitch.c", 890);
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func_80093D84(globalCtx->state.gfxCtx);
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gDPSetEnvColor(POLY_XLU_DISP++, (u8)(this->color[0] >> 6), (u8)(this->color[1] >> 6),
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(u8)(this->color[2] >> 6), (u8)(this->alpha >> 6));
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gDPSetEnvColor(POLY_XLU_DISP++, (u8)(this->color[0] >> 6), (u8)(this->color[1] >> 6), (u8)(this->color[2] >> 6),
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(u8)(this->alpha >> 6));
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gSPSegment(POLY_XLU_DISP++, 0x09, D_80116280);
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sp68.x = this->actor.posRot.pos.x;
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