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