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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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62 changed files with 1139 additions and 4711 deletions
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@ -8,6 +8,7 @@
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#include "objects/object_sst/object_sst.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#include "overlays/actors/ovl_Bg_Sst_Floor/z_bg_sst_floor.h"
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#include "overlays/actors/ovl_Door_Warp1/z_door_warp1.h"
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#define FLAGS 0x00000435
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@ -289,7 +290,7 @@ void BossSst_Init(Actor* thisx, GlobalContext* globalCtx2) {
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this->actor.shape.rot.y = 0;
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if (Flags_GetClear(globalCtx, globalCtx->roomCtx.curRoom.num)) {
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_DOOR_WARP1, ROOM_CENTER_X, ROOM_CENTER_Y,
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ROOM_CENTER_Z + 400.0f, 0, 0, 0, -1);
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ROOM_CENTER_Z + 400.0f, 0, 0, 0, WARP_DUNGEON_ADULT);
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_ITEM_B_HEART, ROOM_CENTER_X, ROOM_CENTER_Y,
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ROOM_CENTER_Z - 200.0f, 0, 0, 0, 0);
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Actor_Kill(&this->actor);
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@ -1188,7 +1189,7 @@ void BossSst_HeadFinish(BossSst* this, GlobalContext* globalCtx) {
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}
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} else if (this->effects[0].alpha == 0) {
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_DOOR_WARP1, ROOM_CENTER_X, ROOM_CENTER_Y, ROOM_CENTER_Z, 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,
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(Math_SinS(this->actor.shape.rot.y) * 200.0f) + ROOM_CENTER_X, ROOM_CENTER_Y,
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Math_CosS(this->actor.shape.rot.y) * 200.0f + ROOM_CENTER_Z, 0, 0, 0, 0);
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