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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>
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parent
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commit
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62 changed files with 1139 additions and 4711 deletions
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@ -6,6 +6,7 @@
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#include "z_boss_mo.h"
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#include "objects/object_mo/object_mo.h"
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#include "overlays/actors/ovl_Door_Warp1/z_door_warp1.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#include "vt.h"
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@ -352,7 +353,7 @@ void BossMo_Init(Actor* thisx, GlobalContext* globalCtx2) {
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if (Flags_GetClear(globalCtx, globalCtx->roomCtx.curRoom.num)) {
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Actor_Kill(&this->actor);
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Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_DOOR_WARP1, 0.0f, -280.0f, 0.0f, 0,
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0, 0, -1);
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0, 0, WARP_DUNGEON_ADULT);
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_ITEM_B_HEART, -200.0f, -280.0f, 0.0f, 0, 0, 0, 0);
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globalCtx->roomCtx.unk_74[0] = 0xFF;
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MO_WATER_LEVEL(globalCtx) = -500;
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@ -1099,7 +1100,7 @@ void BossMo_Tentacle(BossMo* this, GlobalContext* globalCtx) {
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((300 - indS1) * .0015f) + 0.13f);
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}
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Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_DOOR_WARP1,
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this->actor.world.pos.x, -280.0f, this->actor.world.pos.z, 0, 0, 0, -1);
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this->actor.world.pos.x, -280.0f, this->actor.world.pos.z, 0, 0, 0, WARP_DUNGEON_ADULT);
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_ITEM_B_HEART, this->actor.world.pos.x + 200.0f,
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-280.0f, this->actor.world.pos.z, 0, 0, 0, 0);
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Audio_QueueSeqCmd(0x21);
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