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_player_lib.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_player_lib.c')
| -rw-r--r-- | src/code/z_player_lib.c | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/src/code/z_player_lib.c b/src/code/z_player_lib.c index 24b55cfea..f288b31de 100644 --- a/src/code/z_player_lib.c +++ b/src/code/z_player_lib.c @@ -396,9 +396,9 @@ void func_8012301C(Actor* thisx, PlayState* play2) { gActorOverlayTable[ACTOR_PLAYER].initInfo->objectId = objectId; func_8012F73C(&play->objectCtx, this->actor.objBankIndex, objectId); - this->actor.objBankIndex = Object_GetIndex(&play->objectCtx, GAMEPLAY_KEEP); + this->actor.objBankIndex = Object_GetSlot(&play->objectCtx, GAMEPLAY_KEEP); } else if (this->actionVar1 >= 3) { - s32 objBankIndex = Object_GetIndex(&play->objectCtx, gActorOverlayTable[ACTOR_PLAYER].initInfo->objectId); + s32 objBankIndex = Object_GetSlot(&play->objectCtx, gActorOverlayTable[ACTOR_PLAYER].initInfo->objectId); if (Object_IsLoaded(&play->objectCtx, objBankIndex)) { this->actor.objBankIndex = objBankIndex; @@ -1869,7 +1869,7 @@ void Player_DrawHookshotReticle(PlayState* play, Player* player, f32 hookshotDis gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); - gSPSegment(OVERLAY_DISP++, 0x06, play->objectCtx.status[player->actor.objBankIndex].segment); + gSPSegment(OVERLAY_DISP++, 0x06, play->objectCtx.slots[player->actor.objBankIndex].segment); gSPDisplayList(OVERLAY_DISP++, gHookshotReticleDL); CLOSE_DISPS(play->state.gfxCtx); |
