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| author | fig02 <fig02srl@gmail.com> | 2023-08-13 11:32:18 -0400 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-08-13 17:32:18 +0200 |
| commit | 52e0b8549d0020895c5c0fe56446bb9c6906ebb1 (patch) | |
| tree | dc5bc467bbddbd3a35e2ddcd9735f46583a45af3 /src/code/z_actor.c | |
| parent | b8c1440d1eb641aca4cf286e7982dbc2305e82b5 (diff) | |
document bugs (#1519)
Diffstat (limited to 'src/code/z_actor.c')
| -rw-r--r-- | src/code/z_actor.c | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c index 04b8bbd7f..ac74078a9 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -1963,6 +1963,9 @@ void Actor_DrawFaroresWindPointer(PlayState* play) { lightRadius = 500.0f * ratio; + //! @bug One of the conditions for this block checks an entrance index to see if the light ball should draw. + //! This does not account for the fact that some dungeons have multiple entrances. + //! If a dungeon is entered through a different entrance than the one that was saved, the light ball will not draw. if ((play->csCtx.state == CS_STATE_IDLE) && (((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].entranceIndex) == ((void)0, gSaveContext.entranceIndex)) && @@ -1995,6 +1998,8 @@ void Actor_DrawFaroresWindPointer(PlayState* play) { gSPDisplayList(POLY_XLU_DISP++, gEffFlash1DL); } + //! @bug This function call is not contained in the above block, meaning the light for Farore's Wind will draw in + //! every scene at the same position that it was originally set. Lights_PointNoGlowSetInfo(&D_8015BC00, ((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].pos.x), ((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].pos.y) + yOffset, ((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].pos.z), 255, 255, 255, lightRadius); |
