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authorRandom <28494085+Random06457@users.noreply.github.com>2020-10-11 19:45:08 +0200
committerGitHub <noreply@github.com>2020-10-11 13:45:08 -0400
commitb010db7c19207f0e607d5ccaf0d1f2350dda3964 (patch)
tree12dc8d3a3dfb57705ba907dd0af855662ed35bde /src/code/z_play.c
parent9d3554220793d515230844f894ede66100bdc039 (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.c14
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,