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_room.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_room.c')
| -rw-r--r-- | src/code/z_room.c | 8 |
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); } |
