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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>
This commit is contained in:
Anghelo Carvajal 2024-06-25 15:13:31 -04:00 committed by GitHub
parent 2ce4742bf6
commit d8f2e9abc6
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32 changed files with 443 additions and 329 deletions

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@ -1,4 +1,7 @@
#include "z_demo_gt.h"
#include "z64frame_advance.h"
#include "assets/objects/object_gt/object_gt.h"
#include "assets/objects/object_geff/object_geff.h"
#include "terminal.h"

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@ -7,6 +7,8 @@
#include "z_en_okarina_effect.h"
#include "terminal.h"
#include "z64frame_advance.h"
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_25)
void EnOkarinaEffect_Init(Actor* thisx, PlayState* play);

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@ -53,6 +53,8 @@ ActorInit En_Wonder_Item_InitVars = {
/**/ NULL,
};
#pragma increment_block_number 1
static Vec3f sTagPointsFree[9];
static Vec3f sTagPointsOrdered[9];

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@ -7,6 +7,8 @@
#include "z_en_zl2.h"
#include "terminal.h"
#include "z64frame_advance.h"
#include "overlays/actors/ovl_Door_Warp1/z_door_warp1.h"
#include "assets/objects/object_zl2/object_zl2.h"
#include "assets/objects/object_zl2_anime1/object_zl2_anime1.h"

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@ -7,6 +7,9 @@
#include "z_en_zl3.h"
#include "terminal.h"
#include "z64frame_advance.h"
#include "overlays/actors/ovl_En_Encount2/z_en_encount2.h"
#include "overlays/actors/ovl_Door_Warp1/z_door_warp1.h"
#include "assets/objects/object_zl2/object_zl2.h"

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@ -11,7 +11,7 @@
#include "terminal.h"
// For retail BSS ordering, the block number of sStreamSfxProjectedPos must be 0.
#pragma increment_block_number 190
#pragma increment_block_number 183
#define FLAGS ACTOR_FLAG_4