diff options
| author | engineer124 <47598039+engineer124@users.noreply.github.com> | 2022-09-28 18:47:46 -0400 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2022-09-28 19:47:46 -0300 |
| commit | 5e860dd3e7989e6ea1712e9b250a1e47fbcfe692 (patch) | |
| tree | c9597e53458d1bc3b1a7f3b26e94fe368592e0e1 /src/code/z_actor.c | |
| parent | 91d4e29dfab60d4ced001cce7993d60b5f5c705b (diff) | |
`z_parameter`: Hud Visibility (#942)
* Begin interface alpha docs
* More Interface Alpha
* cleanup docs
* Minor fixes
* Apply Discord Discussions
* More discussions
* More suggestions from OoT
* fix merge
Diffstat (limited to 'src/code/z_actor.c')
| -rw-r--r-- | src/code/z_actor.c | 28 |
1 files changed, 14 insertions, 14 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c index 61e4dc807..0195ac650 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -1336,7 +1336,7 @@ s32 func_800B715C(PlayState* play) { } void Actor_SetCameraHorseSetting(PlayState* play, Player* player) { - if ((play->roomCtx.currRoom.unk3 != 4) && (player->actor.id == ACTOR_PLAYER)) { + if ((play->roomCtx.curRoom.unk3 != 4) && (player->actor.id == ACTOR_PLAYER)) { EnHorse* rideActor = (EnHorse*)player->rideActor; if ((rideActor != NULL) && !(rideActor->unk_1EC & 0x10)) { @@ -2499,7 +2499,7 @@ void Actor_Draw(PlayState* play, Actor* actor) { OPEN_DISPS(play->state.gfxCtx); light = LightContext_NewLights(&play->lightCtx, play->state.gfxCtx); - if ((actor->flags & ACTOR_FLAG_10000000) && (play->roomCtx.currRoom.enablePosLights || (MREG(93) != 0))) { + if ((actor->flags & ACTOR_FLAG_10000000) && (play->roomCtx.curRoom.enablePosLights || (MREG(93) != 0))) { light->enablePosLights = true; } @@ -2669,7 +2669,7 @@ void Actor_DrawLensActors(PlayState* play, s32 numActors, Actor** actors) { gDPSetPrimColor(spAC++, 0, 0, 0, 0, 0, 255); // temp_s1_5 = spAC; - if (play->roomCtx.currRoom.unk5 == 0) { + if (play->roomCtx.curRoom.unk5 == 0) { // temp_s1_5->words.w0 = 0xFC61E6C3; // temp_s1_5->words.w1 = 0x11CF9FCF; // phi_s1 = temp_s1_5 + 8; @@ -2719,7 +2719,7 @@ void Actor_DrawLensActors(PlayState* play, s32 numActors, Actor** actors) { // temp_a0_2 = &spAC; // if (sp34->unk_6E5 == 0) { - if (play->roomCtx.currRoom.unk5 == 0) { + if (play->roomCtx.curRoom.unk5 == 0) { // temp_s1_10->unk_0 = 0xFC119623; // temp_s1_10->unk_4 = 0xFF2FFFFF; // phi_s1_4 = temp_s1_10 + 8; @@ -2882,8 +2882,8 @@ void Actor_DrawAll(PlayState* play, ActorContext* actorCtx) { actor->isDrawn = false; if ((actor->init == NULL) && (actor->draw != NULL) && (actor->flags & actorFlags)) { if ((actor->flags & ACTOR_FLAG_80) && - ((play->roomCtx.currRoom.unk5 == 0) || (play->actorCtx.lensMaskSize == LENS_MASK_ACTIVE_SIZE) || - (actor->room != play->roomCtx.currRoom.num))) { + ((play->roomCtx.curRoom.unk5 == 0) || (play->actorCtx.lensMaskSize == LENS_MASK_ACTIVE_SIZE) || + (actor->room != play->roomCtx.curRoom.num))) { if (Actor_RecordUndrawnActor(play, actor)) {} } else { Actor_Draw(play, actor); @@ -2960,7 +2960,7 @@ void func_800BA798(PlayState* play, ActorContext* actorCtx) { actor = actorCtx->actorLists[i].first; while (actor != NULL) { - if ((actor->room >= 0) && (actor->room != play->roomCtx.currRoom.num) && + if ((actor->room >= 0) && (actor->room != play->roomCtx.curRoom.num) && (actor->room != play->roomCtx.prevRoom.num)) { if (!actor->isDrawn) { actor = Actor_Delete(actorCtx, actor, play); @@ -3091,9 +3091,9 @@ Actor* Actor_RemoveFromCategory(PlayState* play, ActorContext* actorCtx, Actor* actorToRemove->next = NULL; actorToRemove->prev = NULL; - if ((actorToRemove->room == play->roomCtx.currRoom.num) && (actorToRemove->category == ACTORCAT_ENEMY) && + if ((actorToRemove->room == play->roomCtx.curRoom.num) && (actorToRemove->category == ACTORCAT_ENEMY) && (actorCtx->actorLists[ACTORCAT_ENEMY].length == 0)) { - Flags_SetClearTemp(play, play->roomCtx.currRoom.num); + Flags_SetClearTemp(play, play->roomCtx.curRoom.num); } return newHead; @@ -3180,8 +3180,8 @@ Actor* Actor_SpawnAsChildAndCutscene(ActorContext* actorCtx, PlayState* play, s1 } objBankIndex = Object_GetIndex(&play->objectCtx, actorInit->objectId); - if ((objBankIndex < 0) || ((actorInit->type == ACTORCAT_ENEMY) && - Flags_GetClear(play, play->roomCtx.currRoom.num) && (actorInit->id != ACTOR_BOSS_05))) { + if ((objBankIndex < 0) || ((actorInit->type == ACTORCAT_ENEMY) && Flags_GetClear(play, play->roomCtx.curRoom.num) && + (actorInit->id != ACTOR_BOSS_05))) { Actor_FreeOverlay(&gActorOverlayTable[index]); return NULL; } @@ -3219,7 +3219,7 @@ Actor* Actor_SpawnAsChildAndCutscene(ActorContext* actorCtx, PlayState* play, s1 actor->parent = parent; parent->child = actor; } else { - actor->room = play->roomCtx.currRoom.num; + actor->room = play->roomCtx.curRoom.num; } actor->home.pos.x = x; @@ -3267,10 +3267,10 @@ void Actor_SpawnTransitionActors(PlayState* play, ActorContext* actorCtx) { for (i = 0; i < numTransitionActors; transitionActorList++, i++) { if (transitionActorList->id >= 0) { if ((transitionActorList->sides[0].room >= 0 && - (play->roomCtx.currRoom.num == transitionActorList->sides[0].room || + (play->roomCtx.curRoom.num == transitionActorList->sides[0].room || play->roomCtx.prevRoom.num == transitionActorList->sides[0].room)) || (transitionActorList->sides[1].room >= 0 && - (play->roomCtx.currRoom.num == transitionActorList->sides[1].room || + (play->roomCtx.curRoom.num == transitionActorList->sides[1].room || play->roomCtx.prevRoom.num == transitionActorList->sides[1].room))) { s16 rotY = ((transitionActorList->rotY >> 7) & 0x1FF) * (0x10000 / 360.0f); |
