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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

@ -649,7 +649,7 @@ void func_80B4FF84(EnZl2* this, GlobalContext* globalCtx) {
posY = this->actor.world.pos.y;
posZ = this->actor.world.pos.z;
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_DOOR_WARP1, posX, posY, posZ, 0, 0, 0, 4);
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_DOOR_WARP1, posX, posY, posZ, 0, 0, 0, WARP_YELLOW);
this->unk_250 = 1;
}
}
@ -665,7 +665,7 @@ void func_80B4FFF0(EnZl2* this, GlobalContext* globalCtx) {
posZ = this->actor.world.pos.z;
Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_DOOR_WARP1, posX, posY, posZ, 0, 0x4000,
0, 3);
0, WARP_PURPLE_CRYSTAL);
this->unk_248 = 1;
}
}
@ -707,7 +707,7 @@ void func_80B500E0(EnZl2* this, GlobalContext* globalCtx) {
void func_80B501C4(EnZl2* this, s32 alpha) {
if (this->actor.child != NULL) {
((DoorWarp1*)this->actor.child)->alpha = alpha;
((DoorWarp1*)this->actor.child)->crystalAlpha = alpha;
}
}
@ -1183,7 +1183,7 @@ void func_80B513A8(EnZl2* this, GlobalContext* globalCtx) {
posX = player->actor.world.pos.x;
posY = player->actor.world.pos.y;
posZ = player->actor.world.pos.z;
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_DOOR_WARP1, posX, posY, posZ, 0, 0, 0, 7);
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_DOOR_WARP1, posX, posY, posZ, 0, 0, 0, WARP_UNK_7);
this->unk_250 = 1;
}
}