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authormzxrules <mzxrules@gmail.com>2024-09-05 08:08:21 -0400
committerGitHub <noreply@github.com>2024-09-05 21:08:21 +0900
commitacb5c7f20cbe845f5bd71c829dff69e9b715a020 (patch)
treefa4074cb2b2a929a1a84f33c0117f519f623bfac /src/code/z_play.c
parentdbb059c6a725bc933b79fabf89ffbe1e39a43cbf (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.c13
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) {