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Decompile ovl_Door_Warp1 (#949)

* Initial progress on Door_Warp1

* Fix merge

* More work on Door_Warp1

* Decompile most of Door_Warp1

* 2 more functions OK

* All decompiled, 3 nonmatching

* Tiny improvements, fix several warnings

* Remove commented GLOBAL_ASM lines

* Fix

* Fix merge

* Two more matches

* Some docs

* More docs

* Use generated reloc under NON_MATCHING

* Fix accesses in ru1

* Add break and add limbs and dlists for the skeleton to the object xml

* Comment values for enums

Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>

* boolean returns for flag checking functions

Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>

* Named more loop variables i and named DoorWarp1_FloatPlayer

* Last function matched thanks to Roman

* Some further suggestions

* Fix

Co-authored-by: Thar0 <maximilianc64@gmail.com>
Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
This commit is contained in:
Tharo 2021-09-12 16:10:10 +01:00 committed by GitHub
parent e31e35658d
commit eccfd2efbf
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
62 changed files with 1139 additions and 4711 deletions

View file

@ -6,6 +6,7 @@
#include "z_boss_mo.h"
#include "objects/object_mo/object_mo.h"
#include "overlays/actors/ovl_Door_Warp1/z_door_warp1.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#include "vt.h"
@ -352,7 +353,7 @@ void BossMo_Init(Actor* thisx, GlobalContext* globalCtx2) {
if (Flags_GetClear(globalCtx, globalCtx->roomCtx.curRoom.num)) {
Actor_Kill(&this->actor);
Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_DOOR_WARP1, 0.0f, -280.0f, 0.0f, 0,
0, 0, -1);
0, 0, WARP_DUNGEON_ADULT);
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_ITEM_B_HEART, -200.0f, -280.0f, 0.0f, 0, 0, 0, 0);
globalCtx->roomCtx.unk_74[0] = 0xFF;
MO_WATER_LEVEL(globalCtx) = -500;
@ -1099,7 +1100,7 @@ void BossMo_Tentacle(BossMo* this, GlobalContext* globalCtx) {
((300 - indS1) * .0015f) + 0.13f);
}
Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_DOOR_WARP1,
this->actor.world.pos.x, -280.0f, this->actor.world.pos.z, 0, 0, 0, -1);
this->actor.world.pos.x, -280.0f, this->actor.world.pos.z, 0, 0, 0, WARP_DUNGEON_ADULT);
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_ITEM_B_HEART, this->actor.world.pos.x + 200.0f,
-280.0f, this->actor.world.pos.z, 0, 0, 0, 0);
Audio_QueueSeqCmd(0x21);