diff options
| author | fig02 <fig02srl@gmail.com> | 2023-10-03 23:01:04 -0400 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-10-04 14:01:04 +1100 |
| commit | f4a490bb6a2e4d1564ed06b0ee98be274dda7b91 (patch) | |
| tree | 45c7585c2000e50bf5ce491f745e46061fca4eed /src/code/z_actor.c | |
| parent | d635b81ee6f952fd8ec5c997912d5f0fb69e8a43 (diff) | |
Port Proposed OoT Object Docs (#1361)
* port docs in z_scene
* undo accidental ctrl-f
* another fix
* expose Object_SpawnPersistent
---------
Co-authored-by: engineer124 <engineer124engineer124@gmail.com>
Diffstat (limited to 'src/code/z_actor.c')
| -rw-r--r-- | src/code/z_actor.c | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c index 10f782e25..7c741ae85 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -1096,7 +1096,7 @@ void Actor_SetScale(Actor* actor, f32 scale) { } void Actor_SetObjectDependency(PlayState* play, Actor* actor) { - gSegments[0x06] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[actor->objBankIndex].segment); + gSegments[0x06] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[actor->objBankIndex].segment); } void Actor_Init(Actor* actor, PlayState* play) { @@ -2700,8 +2700,8 @@ void Actor_Draw(PlayState* play, Actor* actor) { Matrix_Scale(actor->scale.x, actor->scale.y, actor->scale.z, MTXMODE_APPLY); Actor_SetObjectDependency(play, actor); - gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.status[actor->objBankIndex].segment); - gSPSegment(POLY_XLU_DISP++, 0x06, play->objectCtx.status[actor->objBankIndex].segment); + gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[actor->objBankIndex].segment); + gSPSegment(POLY_XLU_DISP++, 0x06, play->objectCtx.slots[actor->objBankIndex].segment); if (actor->colorFilterTimer != 0) { s32 colorFlag = COLORFILTER_GET_COLORFLAG(actor->colorFilterParams); @@ -3299,7 +3299,7 @@ Actor* Actor_SpawnAsChildAndCutscene(ActorContext* actorCtx, PlayState* play, s1 return NULL; } - objBankIndex = Object_GetIndex(&play->objectCtx, actorInit->objectId); + objBankIndex = Object_GetSlot(&play->objectCtx, actorInit->objectId); if ((objBankIndex < 0) || ((actorInit->type == ACTORCAT_ENEMY) && Flags_GetClear(play, play->roomCtx.curRoom.num) && (actorInit->id != ACTOR_BOSS_05))) { Actor_FreeOverlay(&gActorOverlayTable[index]); |
