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authorKenix3 <kenixwhisperwind@gmail.com>2021-04-29 18:56:18 -0400
committerGitHub <noreply@github.com>2021-04-29 18:56:18 -0400
commitc40bb119e1f64972e6a0879110826c455a28437b (patch)
treefb1a29a657a985bcd707004a31d43086310d9d95 /src/code/z_scene.c
parente97f10a6fa573e8b817ed03a4674d52b1818dafa (diff)
Adds in scene support (#117)
* 1 scene done, Z2_SOUGEN OK * All scenes OK * Makefile improvements * Use WIP ZAPD branch as submodule * Add spawn rotation flag macro * Fix bad merge * Move scenes to be in their own subfolders * Rename and restructure extracted baserom files * Progress tracking for assets * Add asset progress to csv * Use master ZAPD * Use distclean like in OOT * Fix up a few things with the makefile * Fix scenes not being dumped from ELF Co-authored-by: Rozelette <Uberpanzermensch@gmail.com>
Diffstat (limited to 'src/code/z_scene.c')
-rw-r--r--src/code/z_scene.c24
1 files changed, 12 insertions, 12 deletions
diff --git a/src/code/z_scene.c b/src/code/z_scene.c
index bd5b40d32..fa8137f3d 100644
--- a/src/code/z_scene.c
+++ b/src/code/z_scene.c
@@ -192,21 +192,21 @@ void Scene_HeaderCommand02(GlobalContext* ctxt, SceneCmd* entry) {
// Scene Command 0x03: Collision Header
void Scene_HeaderCommand03(GlobalContext* ctxt, SceneCmd* entry) {
- BgMeshHeader* temp_ret;
- BgMeshHeader* temp_s0;
+ CollisionHeader* temp_ret;
+ CollisionHeader* temp_s0;
- temp_ret = (BgMeshHeader*)Lib_SegmentedToVirtual(entry->colHeader.segment);
+ temp_ret = (CollisionHeader*)Lib_SegmentedToVirtual(entry->colHeader.segment);
temp_s0 = temp_ret;
- temp_s0->vertices = (BgVertex*)Lib_SegmentedToVirtual(temp_ret->vertices);
- temp_s0->polygons = (CollisionPoly*)Lib_SegmentedToVirtual(temp_s0->polygons);
- if (temp_s0->attributes != 0) {
- temp_s0->attributes = (BgPolygonAttributes*)Lib_SegmentedToVirtual(temp_s0->attributes);
+ temp_s0->vtxList = (Vec3s*)Lib_SegmentedToVirtual(temp_ret->vtxList);
+ temp_s0->polyList = (CollisionPoly*)Lib_SegmentedToVirtual(temp_s0->polyList);
+ if (temp_s0->surfaceTypeList != 0) {
+ temp_s0->surfaceTypeList = (SurfaceType*)Lib_SegmentedToVirtual(temp_s0->surfaceTypeList);
}
- if (temp_s0->cameraData != 0) {
- temp_s0->cameraData = (void*)Lib_SegmentedToVirtual(temp_s0->cameraData);
+ if (temp_s0->cameraDataList != 0) {
+ temp_s0->cameraDataList = (void*)Lib_SegmentedToVirtual(temp_s0->cameraDataList);
}
- if (temp_s0->waterboxes != 0) {
- temp_s0->waterboxes = (BgWaterBox*)Lib_SegmentedToVirtual(temp_s0->waterboxes);
+ if (temp_s0->waterBoxes != 0) {
+ temp_s0->waterBoxes = (WaterBox*)Lib_SegmentedToVirtual(temp_s0->waterBoxes);
}
BgCheck_Init(&ctxt->colCtx, ctxt, temp_s0);
@@ -215,7 +215,7 @@ void Scene_HeaderCommand03(GlobalContext* ctxt, SceneCmd* entry) {
// Scene Command 0x04: Room List
void Scene_HeaderCommand04(GlobalContext* ctxt, SceneCmd* entry) {
ctxt->numRooms = entry->roomList.num;
- ctxt->roomList = (RoomFileLocation*)Lib_SegmentedToVirtual(entry->roomList.segment);
+ ctxt->roomList = (RomFile*)Lib_SegmentedToVirtual(entry->roomList.segment);
}
// Scene Command 0x06: Entrance List