Misc FAKE fixes (#1783)

* CutsceneCamera_UpdateSplines fake match

* CutsceneCamera_Init -1 splineIndex

* Eye Point comment

* func_80B781DC better fake

* func_80B32F04

* ObjSwitch_Update

* ObjSwitch_InitTrisCollider

* ObjAqua_Init

* EnTrt_ItemGiven

* func_80C10E98 partly

* EnTest7_WarpCsWarp this to 1

* EnTest6_InvertedSoTCutscene better fake

* EnTest6_DrawAmmoDropRupee

* EnPoSisters_MatchPlayerY

* func_8095B76C

* EnMinifrog_Init

* func_80A5C0B8

* EnKnight_UpdateEffects

* EnKnight_FlyingHeadAttack

* EnKakasi_Init

* EnInvadepoh_ModelInfo_GetNextFaceAnim

* BgAstrBombwall_InitCollider like func_809CE068

* Player_UpdateInterface

* Player_CsAction_TranslateReverse

* DynaPoly_AddBgActorToLookup better fake

* CutsceneManager_FindEntranceCsId

* func_800AE930 better fake

* Math3D_CylVsLineSeg better fake

* MapDisp_InitBossRoomStorey

* Play_Init

* EnTimeTag_Diary_Wait better fake

* Remove fake label from Player_SwordFromIA

* Player_PostLimbDrawGameplay partly

* EffectBlure_AddVertex prev temp

* Player_PostLimbDrawGameplay attempt 2

* AudioMgr_StopAllSfxExceptSystem

* Camera_Normal0

* Camera_Jump2

* Camera_Normal3

* PR review
This commit is contained in:
Derek Hensley
2025-02-16 09:30:27 -08:00
committed by GitHub
parent 1241a8ca5c
commit 4780abbfd8
32 changed files with 245 additions and 310 deletions
+7 -10
View File
@@ -659,17 +659,14 @@ void MapDisp_InitBossRoomStorey(PlayState* play) {
s32 i;
for (i = 0; i < transitionActors->count; i++) {
if (MapDisp_IsBossDoor(sTransitionActors[i].params)) {
if (ABS_ALT(sTransitionActors[i].id) != ACTOR_EN_HOLL) {
for (storey = 0; storey < sMapDisp.numStoreys; storey++) {
//! FAKE: needed for matching
s32 temp = (sMapDisp.storeyYList[storey] - 5);
TransitionActorEntry* entry = &sTransitionActors[i];
if (((storey == sMapDisp.numStoreys - 1) &&
(sTransitionActors[i].pos.y >= (sMapDisp.storeyYList[storey] - 5))) ||
((storey != sMapDisp.numStoreys - 1) &&
(sTransitionActors[i].pos.y >= (sMapDisp.storeyYList[storey] - 5)) &&
(sTransitionActors[i].pos.y < (sMapDisp.storeyYList[storey + 1] - 5)))) {
if (MapDisp_IsBossDoor(entry->params)) {
if (ABS_ALT(entry->id) != ACTOR_EN_HOLL) {
for (storey = 0; storey < sMapDisp.numStoreys; storey++) {
if (((storey == sMapDisp.numStoreys - 1) && (entry->pos.y >= (sMapDisp.storeyYList[storey] - 5))) ||
((storey != sMapDisp.numStoreys - 1) && (entry->pos.y >= (sMapDisp.storeyYList[storey] - 5)) &&
(entry->pos.y < (sMapDisp.storeyYList[storey + 1] - 5)))) {
sMapDisp.bossRoomStorey = storey;
return;
}