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-rw-r--r--src/code/z_actor.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c
index 96617f496..78710229f 100644
--- a/src/code/z_actor.c
+++ b/src/code/z_actor.c
@@ -1972,7 +1972,7 @@ void func_8002F994(Actor* actor, s32 timer) {
// Tests if something hit Jabu Jabu surface, displaying hit splash and playing sfx if true
s32 func_8002F9EC(PlayState* play, Actor* actor, CollisionPoly* poly, s32 bgId, Vec3f* pos) {
if (SurfaceType_GetFloorType(&play->colCtx, poly, bgId) == FLOOR_TYPE_8) {
- play->roomCtx.unk_74[0] = 1;
+ play->roomCtx.drawParams[0] = 1;
CollisionCheck_BlueBlood(play, NULL, pos);
Actor_PlaySfx(actor, NA_SE_IT_WALL_HIT_BUYO);
return true;
@@ -3079,8 +3079,8 @@ void Actor_SpawnTransitionActors(PlayState* play, ActorContext* actorCtx) {
u8 numActors;
s32 i;
- transitionActor = play->transiActorCtx.list;
- numActors = play->transiActorCtx.numActors;
+ transitionActor = play->transitionActors.list;
+ numActors = play->transitionActors.count;
for (i = 0; i < numActors; i++) {
if (transitionActor->id >= 0) {
@@ -3095,7 +3095,7 @@ void Actor_SpawnTransitionActors(PlayState* play, ActorContext* actorCtx) {
(i << TRANSITION_ACTOR_PARAMS_INDEX_SHIFT) + transitionActor->params);
transitionActor->id = -transitionActor->id;
- numActors = play->transiActorCtx.numActors;
+ numActors = play->transitionActors.count;
}
}
transitionActor++;