summaryrefslogtreecommitdiff
path: root/src/code/z_room.c
diff options
context:
space:
mode:
authormzxrules <mzxrules@gmail.com>2024-06-20 21:21:37 -0400
committerGitHub <noreply@github.com>2024-06-20 18:21:37 -0700
commit2c680efa9169eaaddae97330fa3ea9586a273b57 (patch)
treece5df566d1079693852420d0276750f8939da18f /src/code/z_room.c
parentb55f8ffe6e60ed2335acbe7d428049ea1056f4b5 (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_room.c')
-rw-r--r--src/code/z_room.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/code/z_room.c b/src/code/z_room.c
index 1e8700e09..347844630 100644
--- a/src/code/z_room.c
+++ b/src/code/z_room.c
@@ -502,11 +502,11 @@ size_t Room_AllocateAndLoad(PlayState* play, RoomContext* roomCtx) {
}
}
- if ((u32)play->doorCtx.numTransitionActors != 0) {
+ if ((u32)play->transitionActors.count != 0) {
RomFile* roomList = play->roomList;
- TransitionActorEntry* transitionActor = &play->doorCtx.transitionActorList[0];
+ TransitionActorEntry* transitionActor = &play->transitionActors.list[0];
- for (j = 0; j < play->doorCtx.numTransitionActors; j++) {
+ for (j = 0; j < play->transitionActors.count; j++) {
frontRoom = transitionActor->sides[0].room;
backRoom = transitionActor->sides[1].room;
frontRoomSize = (frontRoom < 0) ? 0 : roomList[frontRoom].vromEnd - roomList[frontRoom].vromStart;
@@ -620,7 +620,7 @@ void func_8012EBF8(PlayState* play, RoomContext* roomCtx) {
Actor_SpawnTransitionActors(play, &play->actorCtx);
if (roomCtx->curRoom.num > -1) {
Map_InitRoomData(play, roomCtx->curRoom.num);
- Minimap_SavePlayerRoomInitInfo(play);
+ Map_SetAreaEntrypoint(play);
}
Audio_SetEnvReverb(play->roomCtx.curRoom.echo);
}