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authorfig02 <fig02srl@gmail.com>2023-08-13 11:32:18 -0400
committerGitHub <noreply@github.com>2023-08-13 17:32:18 +0200
commit52e0b8549d0020895c5c0fe56446bb9c6906ebb1 (patch)
treedc5bc467bbddbd3a35e2ddcd9735f46583a45af3 /src/code
parentb8c1440d1eb641aca4cf286e7982dbc2305e82b5 (diff)
document bugs (#1519)
Diffstat (limited to 'src/code')
-rw-r--r--src/code/z_actor.c5
1 files changed, 5 insertions, 0 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c
index 04b8bbd7f..ac74078a9 100644
--- a/src/code/z_actor.c
+++ b/src/code/z_actor.c
@@ -1963,6 +1963,9 @@ void Actor_DrawFaroresWindPointer(PlayState* play) {
lightRadius = 500.0f * ratio;
+ //! @bug One of the conditions for this block checks an entrance index to see if the light ball should draw.
+ //! This does not account for the fact that some dungeons have multiple entrances.
+ //! If a dungeon is entered through a different entrance than the one that was saved, the light ball will not draw.
if ((play->csCtx.state == CS_STATE_IDLE) &&
(((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].entranceIndex) ==
((void)0, gSaveContext.entranceIndex)) &&
@@ -1995,6 +1998,8 @@ void Actor_DrawFaroresWindPointer(PlayState* play) {
gSPDisplayList(POLY_XLU_DISP++, gEffFlash1DL);
}
+ //! @bug This function call is not contained in the above block, meaning the light for Farore's Wind will draw in
+ //! every scene at the same position that it was originally set.
Lights_PointNoGlowSetInfo(&D_8015BC00, ((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].pos.x),
((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].pos.y) + yOffset,
((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].pos.z), 255, 255, 255, lightRadius);