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authorfig02 <fig02srl@gmail.com>2025-02-11 17:33:09 -0500
committerGitHub <noreply@github.com>2025-02-11 17:33:09 -0500
commit96e13149eac8e9b3d47111c582cdd75a731f52e4 (patch)
tree5392f31e1919e9d60060a44ff64db9dcfd77020a /src/code
parentae89a8e47b977728407b20423a4472023f94e65b (diff)
Name Actor_DrawAll (#2464)
Diffstat (limited to 'src/code')
-rw-r--r--src/code/z_actor.c15
-rw-r--r--src/code/z_play.c2
2 files changed, 15 insertions, 2 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c
index f13360af6..d8e1c2ae9 100644
--- a/src/code/z_actor.c
+++ b/src/code/z_actor.c
@@ -2835,7 +2835,20 @@ s32 Actor_CullingVolumeTest(PlayState* play, Actor* actor, Vec3f* projPos, f32 p
return false;
}
-void func_800315AC(PlayState* play, ActorContext* actorCtx) {
+/**
+ * Iterates through all category lists to draw every actor.
+ *
+ * In addition to actors, this function also draws:
+ * - Effects
+ * - EffectSs
+ * - Title Cards
+ * - Farores Wind Pointer
+ * - Light glow
+ * - Actor Collision (debug only)
+ *
+ * Note: If an actor is made visible by Lens of Truth, it will be drawn by `Actor_DrawLensActors` instead.
+ */
+void Actor_DrawAll(PlayState* play, ActorContext* actorCtx) {
s32 invisibleActorCounter;
Actor* invisibleActors[INVISIBLE_ACTOR_MAX];
ActorListEntry* actorListEntry;
diff --git a/src/code/z_play.c b/src/code/z_play.c
index d531a7911..ac271a93e 100644
--- a/src/code/z_play.c
+++ b/src/code/z_play.c
@@ -1294,7 +1294,7 @@ void Play_Draw(PlayState* this) {
}
if (!DEBUG_FEATURES || (R_HREG_MODE != HREG_MODE_PLAY) || R_PLAY_DRAW_ACTORS) {
- func_800315AC(this, &this->actorCtx);
+ Actor_DrawAll(this, &this->actorCtx);
}
if (!DEBUG_FEATURES || (R_HREG_MODE != HREG_MODE_PLAY) || R_PLAY_DRAW_LENS_FLARES) {