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z_map decompiled (#1032)
* First batch of functions * more ok * z_map_data OK * More OKs, MinimapList ZAPD breaking change * func_80103A58 improvements, more OK * func_80106D5C and func_801091F0 decomped * func_801031D0 decomped and some fixes * house cleaning, more OKs more decomp * Even more OKs * func_80105C40 almost OK, more OKs * func_80108AF8 OK and more * All functions attempted * func_8010534C OK * Start documentation, rename DoorCtx * More OKs, split map_data.data, more doc * incremental clean-up, more function names * more function names * func_801068FC OK * old uncommitted changes * minor tweaks * implement easy fixes * more fixes * z_map_disp OK, implement more suggestions * delete utility program * migrate data * TransiActor ->TransitionActor * Major documentation pass * first pass of changes * warning fix attempt, revert ZFile.cpp * Fix FAKE match * Easy fixes * implement gDPLoadTextureBlock_Runtime * z_demo bss patch * Extract white square texture * Implement more suggestions * rework MapIndex/DungeonIndex * revert dungeonSceneIndex -> mapIndex in some spots, implement suggestions * more suggestions * minor nits * fix #include
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@@ -3413,9 +3413,9 @@ Actor* Actor_SpawnAsChild(ActorContext* actorCtx, Actor* parent, PlayState* play
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}
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void Actor_SpawnTransitionActors(PlayState* play, ActorContext* actorCtx) {
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TransitionActorEntry* transitionActorList = play->doorCtx.transitionActorList;
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TransitionActorEntry* transitionActorList = play->transitionActors.list;
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s32 i;
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s16 numTransitionActors = play->doorCtx.numTransitionActors;
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s16 numTransitionActors = play->transitionActors.count;
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for (i = 0; i < numTransitionActors; transitionActorList++, i++) {
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if (transitionActorList->id >= 0) {
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@@ -3434,7 +3434,7 @@ void Actor_SpawnTransitionActors(PlayState* play, ActorContext* actorCtx) {
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transitionActorList->rotY & 0x7F, HALFDAYBIT_ALL, 0) != NULL) {
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transitionActorList->id = -transitionActorList->id;
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}
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numTransitionActors = play->doorCtx.numTransitionActors;
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numTransitionActors = play->transitionActors.count;
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}
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}
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}
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