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z_parameter: Hud Visibility (#942)
* Begin interface alpha docs * More Interface Alpha * cleanup docs * Minor fixes * Apply Discord Discussions * More discussions * More suggestions from OoT * fix merge
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+14
-14
@@ -1336,7 +1336,7 @@ s32 func_800B715C(PlayState* play) {
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}
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void Actor_SetCameraHorseSetting(PlayState* play, Player* player) {
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if ((play->roomCtx.currRoom.unk3 != 4) && (player->actor.id == ACTOR_PLAYER)) {
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if ((play->roomCtx.curRoom.unk3 != 4) && (player->actor.id == ACTOR_PLAYER)) {
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EnHorse* rideActor = (EnHorse*)player->rideActor;
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if ((rideActor != NULL) && !(rideActor->unk_1EC & 0x10)) {
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@@ -2499,7 +2499,7 @@ void Actor_Draw(PlayState* play, Actor* actor) {
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OPEN_DISPS(play->state.gfxCtx);
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light = LightContext_NewLights(&play->lightCtx, play->state.gfxCtx);
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if ((actor->flags & ACTOR_FLAG_10000000) && (play->roomCtx.currRoom.enablePosLights || (MREG(93) != 0))) {
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if ((actor->flags & ACTOR_FLAG_10000000) && (play->roomCtx.curRoom.enablePosLights || (MREG(93) != 0))) {
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light->enablePosLights = true;
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}
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@@ -2669,7 +2669,7 @@ void Actor_DrawLensActors(PlayState* play, s32 numActors, Actor** actors) {
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gDPSetPrimColor(spAC++, 0, 0, 0, 0, 0, 255);
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// temp_s1_5 = spAC;
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if (play->roomCtx.currRoom.unk5 == 0) {
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if (play->roomCtx.curRoom.unk5 == 0) {
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// temp_s1_5->words.w0 = 0xFC61E6C3;
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// temp_s1_5->words.w1 = 0x11CF9FCF;
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// phi_s1 = temp_s1_5 + 8;
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@@ -2719,7 +2719,7 @@ void Actor_DrawLensActors(PlayState* play, s32 numActors, Actor** actors) {
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// temp_a0_2 = &spAC;
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// if (sp34->unk_6E5 == 0) {
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if (play->roomCtx.currRoom.unk5 == 0) {
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if (play->roomCtx.curRoom.unk5 == 0) {
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// temp_s1_10->unk_0 = 0xFC119623;
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// temp_s1_10->unk_4 = 0xFF2FFFFF;
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// phi_s1_4 = temp_s1_10 + 8;
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@@ -2882,8 +2882,8 @@ void Actor_DrawAll(PlayState* play, ActorContext* actorCtx) {
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actor->isDrawn = false;
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if ((actor->init == NULL) && (actor->draw != NULL) && (actor->flags & actorFlags)) {
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if ((actor->flags & ACTOR_FLAG_80) &&
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((play->roomCtx.currRoom.unk5 == 0) || (play->actorCtx.lensMaskSize == LENS_MASK_ACTIVE_SIZE) ||
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(actor->room != play->roomCtx.currRoom.num))) {
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((play->roomCtx.curRoom.unk5 == 0) || (play->actorCtx.lensMaskSize == LENS_MASK_ACTIVE_SIZE) ||
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(actor->room != play->roomCtx.curRoom.num))) {
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if (Actor_RecordUndrawnActor(play, actor)) {}
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} else {
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Actor_Draw(play, actor);
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@@ -2960,7 +2960,7 @@ void func_800BA798(PlayState* play, ActorContext* actorCtx) {
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actor = actorCtx->actorLists[i].first;
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while (actor != NULL) {
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if ((actor->room >= 0) && (actor->room != play->roomCtx.currRoom.num) &&
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if ((actor->room >= 0) && (actor->room != play->roomCtx.curRoom.num) &&
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(actor->room != play->roomCtx.prevRoom.num)) {
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if (!actor->isDrawn) {
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actor = Actor_Delete(actorCtx, actor, play);
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@@ -3091,9 +3091,9 @@ Actor* Actor_RemoveFromCategory(PlayState* play, ActorContext* actorCtx, Actor*
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actorToRemove->next = NULL;
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actorToRemove->prev = NULL;
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if ((actorToRemove->room == play->roomCtx.currRoom.num) && (actorToRemove->category == ACTORCAT_ENEMY) &&
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if ((actorToRemove->room == play->roomCtx.curRoom.num) && (actorToRemove->category == ACTORCAT_ENEMY) &&
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(actorCtx->actorLists[ACTORCAT_ENEMY].length == 0)) {
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Flags_SetClearTemp(play, play->roomCtx.currRoom.num);
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Flags_SetClearTemp(play, play->roomCtx.curRoom.num);
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}
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return newHead;
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@@ -3180,8 +3180,8 @@ Actor* Actor_SpawnAsChildAndCutscene(ActorContext* actorCtx, PlayState* play, s1
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}
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objBankIndex = Object_GetIndex(&play->objectCtx, actorInit->objectId);
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if ((objBankIndex < 0) || ((actorInit->type == ACTORCAT_ENEMY) &&
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Flags_GetClear(play, play->roomCtx.currRoom.num) && (actorInit->id != ACTOR_BOSS_05))) {
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if ((objBankIndex < 0) || ((actorInit->type == ACTORCAT_ENEMY) && Flags_GetClear(play, play->roomCtx.curRoom.num) &&
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(actorInit->id != ACTOR_BOSS_05))) {
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Actor_FreeOverlay(&gActorOverlayTable[index]);
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return NULL;
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}
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@@ -3219,7 +3219,7 @@ Actor* Actor_SpawnAsChildAndCutscene(ActorContext* actorCtx, PlayState* play, s1
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actor->parent = parent;
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parent->child = actor;
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} else {
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actor->room = play->roomCtx.currRoom.num;
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actor->room = play->roomCtx.curRoom.num;
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}
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actor->home.pos.x = x;
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@@ -3267,10 +3267,10 @@ void Actor_SpawnTransitionActors(PlayState* play, ActorContext* actorCtx) {
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for (i = 0; i < numTransitionActors; transitionActorList++, i++) {
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if (transitionActorList->id >= 0) {
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if ((transitionActorList->sides[0].room >= 0 &&
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(play->roomCtx.currRoom.num == transitionActorList->sides[0].room ||
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(play->roomCtx.curRoom.num == transitionActorList->sides[0].room ||
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play->roomCtx.prevRoom.num == transitionActorList->sides[0].room)) ||
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(transitionActorList->sides[1].room >= 0 &&
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(play->roomCtx.currRoom.num == transitionActorList->sides[1].room ||
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(play->roomCtx.curRoom.num == transitionActorList->sides[1].room ||
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play->roomCtx.prevRoom.num == transitionActorList->sides[1].room))) {
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s16 rotY = ((transitionActorList->rotY >> 7) & 0x1FF) * (0x10000 / 360.0f);
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