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Move PlayState
to a new z64play.h
(#1966)
* ActorContext * frameadvance * SfxSource * GameOverContext * RoomContext * TransitionActorContext * fix bss * Move PlayState * Move play functions to new header * SAC_ENABLE * no longer needed * SAC_ENABLE again * z_demo being silly * comment * format headers * fix retail bss * actually fix bss * Cutscene_ProcessScript comment * bss again * Update src/code/z_demo.c Co-authored-by: cadmic <cadmic24@gmail.com> * rename to frame_advance and remove it from z64.h * move macros too * review * Rename SequenceContext to SceneSequences --------- Co-authored-by: cadmic <cadmic24@gmail.com>
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32 changed files with 443 additions and 329 deletions
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@ -1,5 +1,8 @@
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#include "global.h"
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#include "terminal.h"
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#include "z64frame_advance.h"
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#include "overlays/effects/ovl_Effect_Ss_HitMark/z_eff_ss_hitmark.h"
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typedef s32 (*ColChkResetFunc)(PlayState*, Collider*);
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@ -7,6 +10,8 @@ typedef void (*ColChkApplyFunc)(PlayState*, CollisionCheckContext*, Collider*);
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typedef void (*ColChkVsFunc)(PlayState*, CollisionCheckContext*, Collider*, Collider*);
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typedef s32 (*ColChkLineFunc)(PlayState*, CollisionCheckContext*, Collider*, Vec3f*, Vec3f*);
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#define SAC_ENABLE (1 << 0)
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// For retail BSS ordering, the block number of sparkInit in CollisionCheck_BlueBlood
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// must be between 183 and 255 inclusive.
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#pragma increment_block_number 50
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@ -2358,10 +2363,6 @@ void CollisionCheck_ATTrisVsACTris(PlayState* play, CollisionCheckContext* colCh
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}
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}
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#if OOT_DEBUG
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static s8 sBssDummy7;
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#endif
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void CollisionCheck_ATTrisVsACQuad(PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol,
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Collider* acCol) {
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static Vec3f hitPos;
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