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| author | mzxrules <mzxrules@gmail.com> | 2024-09-05 08:08:21 -0400 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-09-05 21:08:21 +0900 |
| commit | acb5c7f20cbe845f5bd71c829dff69e9b715a020 (patch) | |
| tree | fa4074cb2b2a929a1a84f33c0117f519f623bfac /src/code/z_actor.c | |
| parent | dbb059c6a725bc933b79fabf89ffbe1e39a43cbf (diff) | |
Update Room Documentation (#2015)
* Update Room Documentation
* Write more complete documentation, implement suggestions.
* Function name changes; minor comment tweaks
* nit
* Resolve Dragorn fixes
* Resolve Fig suggestions, fix comment wording
* fix bss, fig suggestion
* bss
Diffstat (limited to 'src/code/z_actor.c')
| -rw-r--r-- | src/code/z_actor.c | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c index 96617f496..78710229f 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -1972,7 +1972,7 @@ void func_8002F994(Actor* actor, s32 timer) { // Tests if something hit Jabu Jabu surface, displaying hit splash and playing sfx if true s32 func_8002F9EC(PlayState* play, Actor* actor, CollisionPoly* poly, s32 bgId, Vec3f* pos) { if (SurfaceType_GetFloorType(&play->colCtx, poly, bgId) == FLOOR_TYPE_8) { - play->roomCtx.unk_74[0] = 1; + play->roomCtx.drawParams[0] = 1; CollisionCheck_BlueBlood(play, NULL, pos); Actor_PlaySfx(actor, NA_SE_IT_WALL_HIT_BUYO); return true; @@ -3079,8 +3079,8 @@ void Actor_SpawnTransitionActors(PlayState* play, ActorContext* actorCtx) { u8 numActors; s32 i; - transitionActor = play->transiActorCtx.list; - numActors = play->transiActorCtx.numActors; + transitionActor = play->transitionActors.list; + numActors = play->transitionActors.count; for (i = 0; i < numActors; i++) { if (transitionActor->id >= 0) { @@ -3095,7 +3095,7 @@ void Actor_SpawnTransitionActors(PlayState* play, ActorContext* actorCtx) { (i << TRANSITION_ACTOR_PARAMS_INDEX_SHIFT) + transitionActor->params); transitionActor->id = -transitionActor->id; - numActors = play->transiActorCtx.numActors; + numActors = play->transitionActors.count; } } transitionActor++; |
