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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_play.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_play.c')
| -rw-r--r-- | src/code/z_play.c | 13 |
1 files changed, 7 insertions, 6 deletions
diff --git a/src/code/z_play.c b/src/code/z_play.c index 4a0309b5f..99bb02468 100644 --- a/src/code/z_play.c +++ b/src/code/z_play.c @@ -468,7 +468,8 @@ void Play_Init(GameState* thisx) { Actor_InitContext(this, &this->actorCtx, this->playerEntry); - while (!func_800973FC(this, &this->roomCtx)) { + // Busyloop until the room loads + while (!Room_ProcessRoomRequest(this, &this->roomCtx)) { ; // Empty Loop } @@ -950,7 +951,7 @@ void Play_Update(PlayState* this) { } } else { PLAY_LOG(3606); - func_800973FC(this, &this->roomCtx); + Room_ProcessRoomRequest(this, &this->roomCtx); PLAY_LOG(3612); CollisionCheck_AT(this, &this->colChkCtx); @@ -1524,8 +1525,8 @@ void Play_InitScene(PlayState* this, s32 spawn) { Object_InitContext(this, &this->objectCtx); LightContext_Init(this, &this->lightCtx); - TransitionActor_InitContext(&this->state, &this->transiActorCtx); - func_80096FD4(this, &this->roomCtx.curRoom); + Scene_ResetTransitionActorList(&this->state, &this->transitionActors); + Room_Init(this, &this->roomCtx.curRoom); R_SCENE_CAM_TYPE = SCENE_CAM_TYPE_DEFAULT; gSaveContext.worldMapArea = WORLD_MAP_AREA_HYRULE_FIELD; Scene_ExecuteCommands(this, this->sceneSegment); @@ -1579,7 +1580,7 @@ void Play_SpawnScene(PlayState* this, s32 sceneId, s32 spawn) { } #endif - size = func_80096FE8(this, &this->roomCtx); + size = Room_SetupFirstRoom(this, &this->roomCtx); PRINTF("ROOM SIZE=%fK\n", size / 1024.0f); } @@ -1913,7 +1914,7 @@ s32 func_800C0D34(PlayState* this, Actor* actor, s16* yaw) { return 0; } - transitionActor = &this->transiActorCtx.list[GET_TRANSITION_ACTOR_INDEX(actor)]; + transitionActor = &this->transitionActors.list[GET_TRANSITION_ACTOR_INDEX(actor)]; frontRoom = transitionActor->sides[0].room; if (frontRoom == transitionActor->sides[1].room) { |
