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authorcadmic <cadmic24@gmail.com>2024-04-14 14:51:32 -0700
committerGitHub <noreply@github.com>2024-04-14 23:51:32 +0200
commitf643499462f8cf908ddf1ee77b5625ebaff2cf25 (patch)
tree852eb24ec8f3c8c507d779c4878be92cf5ff36c7 /src/code/z_actor.c
parenta94661054ed8e7ac895c3f4df07b8ac339fc3ce0 (diff)
Match retail BSS ordering (#1927)
* Match retail BSS ordering * Revert moving some global variables to headers * Adjust block numbers after header changes * Fix debug build * Overlay bss ordering * Fix BSS ordering after header changes * gc-eu-mq OK * Implement preprocessor for #pragma increment_block_number * Transfer usage comment from reencode.sh * Use temporary directory instead of temporary file * Move ColChkMassType back
Diffstat (limited to 'src/code/z_actor.c')
-rw-r--r--src/code/z_actor.c7
1 files changed, 6 insertions, 1 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c
index dfa9d88dd..5e8b86aaa 100644
--- a/src/code/z_actor.c
+++ b/src/code/z_actor.c
@@ -8,6 +8,9 @@
#include "assets/objects/gameplay_dangeon_keep/gameplay_dangeon_keep.h"
#include "assets/objects/object_bdoor/object_bdoor.h"
+// For retail BSS ordering, the block number of sCurCeilingPoly
+// must be between 2 and 243 inclusive.
+
static CollisionPoly* sCurCeilingPoly;
static s32 sCurCeilingBgId;
@@ -1894,7 +1897,9 @@ s32 func_8002F9EC(PlayState* play, Actor* actor, CollisionPoly* poly, s32 bgId,
return false;
}
-// Local data used for Farore's Wind light (stored in BSS, possibly a struct?)
+#pragma increment_block_number 22
+
+// Local data used for Farore's Wind light (stored in BSS)
LightInfo D_8015BC00;
LightNode* D_8015BC10;
s32 D_8015BC14;