diff options
| author | Random <28494085+Random06457@users.noreply.github.com> | 2020-10-11 19:45:08 +0200 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2020-10-11 13:45:08 -0400 |
| commit | b010db7c19207f0e607d5ccaf0d1f2350dda3964 (patch) | |
| tree | 12dc8d3a3dfb57705ba907dd0af855662ed35bde /src/code/z_play.c | |
| parent | 9d3554220793d515230844f894ede66100bdc039 (diff) | |
Decompile z_sram.c (#431)
* Decompile z_sram.c
* rename Sram_CalcChecksum to Sram_WriteSaveSlot
* progress
* done i think
* add original name comments
* temp substructs
* minor fixes
* review
* review 2
* fix
Co-authored-by: fig <fig02srl@gmail.com>
Diffstat (limited to 'src/code/z_play.c')
| -rw-r--r-- | src/code/z_play.c | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/src/code/z_play.c b/src/code/z_play.c index 29cad2538..370005456 100644 --- a/src/code/z_play.c +++ b/src/code/z_play.c @@ -234,7 +234,7 @@ void Gameplay_Init(GlobalContext* globalCtx) { globalCtx->cameraPtrs[0]->uid = 0; globalCtx->activeCamera = 0; func_8005AC48(&globalCtx->mainCamera, 0xFF); - func_800A9D28(globalCtx, &globalCtx->sub_1F74); + Sram_Init(globalCtx, &globalCtx->sramCtx); func_80112098(globalCtx); func_80110F68(globalCtx); func_80110450(globalCtx); @@ -317,7 +317,7 @@ void Gameplay_Init(GlobalContext* globalCtx) { if (gSaveContext.nextDayTime != 0xFFFF) { if (gSaveContext.nextDayTime == 0x8001) { - gSaveContext.unk_14++; + gSaveContext.numDays++; gSaveContext.unk_18++; gSaveContext.dogIsLost = true; if (Inventory_ReplaceItem(globalCtx, ITEM_WEIRD_EGG, ITEM_CHICKEN) || @@ -1724,12 +1724,12 @@ s16 func_800C09D8(GlobalContext* globalCtx, s16 camId, s16 arg2) { } void Gameplay_SaveSceneFlags(GlobalContext* globalCtx) { - SaveSceneFlags* sceneFlags = &gSaveContext.sceneFlags[globalCtx->sceneNum]; + SavedSceneFlags* savedSceneFlags = &gSaveContext.sceneFlags[globalCtx->sceneNum]; - sceneFlags->chest = globalCtx->actorCtx.flags.chest; - sceneFlags->swch = globalCtx->actorCtx.flags.swch; - sceneFlags->clear = globalCtx->actorCtx.flags.clear; - sceneFlags->collect = globalCtx->actorCtx.flags.collect; + savedSceneFlags->chest = globalCtx->actorCtx.flags.chest; + savedSceneFlags->swch = globalCtx->actorCtx.flags.swch; + savedSceneFlags->clear = globalCtx->actorCtx.flags.clear; + savedSceneFlags->collect = globalCtx->actorCtx.flags.collect; } void Gameplay_SetRespawnData(GlobalContext* globalCtx, s32 respawnMode, s16 entranceIndex, s32 roomIndex, |
