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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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@ -630,7 +630,7 @@ void BossVa_Init(Actor* thisx, GlobalContext* globalCtx2) {
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warpId = ACTOR_DOOR_WARP1;
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}
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, warpId, this->actor.world.pos.x, this->actor.world.pos.y,
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this->actor.world.pos.z, 0, 0, 0, 0);
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this->actor.world.pos.z, 0, 0, 0, 0); //! params could be WARP_DUNGEON_CHILD however this can also spawn Ru1
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_ITEM_B_HEART, this->actor.world.pos.x + 160.0f,
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this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, 0);
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sDoorState = 100;
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