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_play.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_play.c')
| -rw-r--r-- | src/code/z_play.c | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/code/z_play.c b/src/code/z_play.c index 085f7f8a0..054bfe8e2 100644 --- a/src/code/z_play.c +++ b/src/code/z_play.c @@ -1575,7 +1575,7 @@ void Play_InitScene(PlayState* this, s32 spawn) { this->numSetupActors = 0; Object_InitContext(&this->state, &this->objectCtx); LightContext_Init(this, &this->lightCtx); - Door_InitContext(&this->state, &this->doorCtx); + Scene_ResetTransitionActorList(&this->state, &this->transitionActors); Room_Init(this, &this->roomCtx); gSaveContext.worldMapArea = 0; Scene_ExecuteCommands(this, this->sceneSegment); @@ -1975,7 +1975,7 @@ s32 func_8016A02C(GameState* thisx, Actor* actor, s16* yaw) { return false; } - transitionActor = &this->doorCtx.transitionActorList[(u16)actor->params >> 10]; + transitionActor = &this->transitionActors.list[(u16)actor->params >> 10]; frontRoom = transitionActor->sides[0].room; if (frontRoom == transitionActor->sides[1].room) { return false; |
