diff options
| author | mzxrules <mzxrules@gmail.com> | 2024-06-20 21:21:37 -0400 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-06-20 18:21:37 -0700 |
| commit | 2c680efa9169eaaddae97330fa3ea9586a273b57 (patch) | |
| tree | ce5df566d1079693852420d0276750f8939da18f /src/code/z_actor.c | |
| parent | b55f8ffe6e60ed2335acbe7d428049ea1056f4b5 (diff) | |
z_map decompiled (#1032)
* First batch of functions
* more ok
* z_map_data OK
* More OKs, MinimapList ZAPD breaking change
* func_80103A58 improvements, more OK
* func_80106D5C and func_801091F0 decomped
* func_801031D0 decomped and some fixes
* house cleaning, more OKs more decomp
* Even more OKs
* func_80105C40 almost OK, more OKs
* func_80108AF8 OK and more
* All functions attempted
* func_8010534C OK
* Start documentation, rename DoorCtx
* More OKs, split map_data.data, more doc
* incremental clean-up, more function names
* more function names
* func_801068FC OK
* old uncommitted changes
* minor tweaks
* implement easy fixes
* more fixes
* z_map_disp OK, implement more suggestions
* delete utility program
* migrate data
* TransiActor ->TransitionActor
* Major documentation pass
* first pass of changes
* warning fix attempt, revert ZFile.cpp
* Fix FAKE match
* Easy fixes
* implement gDPLoadTextureBlock_Runtime
* z_demo bss patch
* Extract white square texture
* Implement more suggestions
* rework MapIndex/DungeonIndex
* revert dungeonSceneIndex -> mapIndex in some spots, implement suggestions
* more suggestions
* minor nits
* fix #include
Diffstat (limited to 'src/code/z_actor.c')
| -rw-r--r-- | src/code/z_actor.c | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c index 3b6b48fda..f47b5146e 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -3413,9 +3413,9 @@ Actor* Actor_SpawnAsChild(ActorContext* actorCtx, Actor* parent, PlayState* play } void Actor_SpawnTransitionActors(PlayState* play, ActorContext* actorCtx) { - TransitionActorEntry* transitionActorList = play->doorCtx.transitionActorList; + TransitionActorEntry* transitionActorList = play->transitionActors.list; s32 i; - s16 numTransitionActors = play->doorCtx.numTransitionActors; + s16 numTransitionActors = play->transitionActors.count; for (i = 0; i < numTransitionActors; transitionActorList++, i++) { if (transitionActorList->id >= 0) { @@ -3434,7 +3434,7 @@ void Actor_SpawnTransitionActors(PlayState* play, ActorContext* actorCtx) { transitionActorList->rotY & 0x7F, HALFDAYBIT_ALL, 0) != NULL) { transitionActorList->id = -transitionActorList->id; } - numTransitionActors = play->doorCtx.numTransitionActors; + numTransitionActors = play->transitionActors.count; } } } |
