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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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+11
-11
@@ -64,8 +64,8 @@ void Room_DrawType1Mesh(PlayState* play, Room* room, u32 flags) {
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void Room_Init(PlayState* play, RoomContext* roomCtx) {
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s32 i;
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roomCtx->currRoom.num = -1;
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roomCtx->currRoom.segment = NULL;
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roomCtx->curRoom.num = -1;
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roomCtx->curRoom.segment = NULL;
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roomCtx->unk78 = 1;
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roomCtx->unk79 = 0;
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for (i = 0; i < 3; i++) {
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@@ -79,9 +79,9 @@ s32 Room_StartRoomTransition(PlayState* play, RoomContext* roomCtx, s32 index) {
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if (roomCtx->unk31 == 0) {
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s32 size;
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roomCtx->prevRoom = roomCtx->currRoom;
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roomCtx->currRoom.num = index;
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roomCtx->currRoom.segment = NULL;
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roomCtx->prevRoom = roomCtx->curRoom;
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roomCtx->curRoom.num = index;
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roomCtx->curRoom.segment = NULL;
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roomCtx->unk31 = 1;
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size = play->roomList[index].vromEnd - play->roomList[index].vromStart;
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@@ -103,15 +103,15 @@ s32 Room_HandleLoadCallbacks(PlayState* play, RoomContext* roomCtx) {
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if (roomCtx->unk31 == 1) {
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if (!osRecvMesg(&roomCtx->loadQueue, NULL, OS_MESG_NOBLOCK)) {
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roomCtx->unk31 = 0;
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roomCtx->currRoom.segment = roomCtx->activeRoomVram;
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roomCtx->curRoom.segment = roomCtx->activeRoomVram;
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// TODO: Segment number enum
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gSegments[0x03] = PHYSICAL_TO_VIRTUAL(roomCtx->activeRoomVram);
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Scene_ProcessHeader(play, (SceneCmd*)roomCtx->currRoom.segment);
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Scene_ProcessHeader(play, (SceneCmd*)roomCtx->curRoom.segment);
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func_80123140(play, GET_PLAYER(play));
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Actor_SpawnTransitionActors(play, &play->actorCtx);
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if (((play->sceneNum != SCENE_IKANA) || (roomCtx->currRoom.num != 1)) &&
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if (((play->sceneNum != SCENE_IKANA) || (roomCtx->curRoom.num != 1)) &&
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(play->sceneNum != SCENE_IKNINSIDE)) {
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play->envCtx.lightSettingOverride = 0xFF;
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play->envCtx.unk_E0 = 0;
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@@ -142,9 +142,9 @@ void func_8012EBF8(PlayState* play, RoomContext* roomCtx) {
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roomCtx->prevRoom.segment = NULL;
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func_800BA798(play, &play->actorCtx);
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Actor_SpawnTransitionActors(play, &play->actorCtx);
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if (roomCtx->currRoom.num > -1) {
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Map_InitRoomData(play, roomCtx->currRoom.num);
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if (roomCtx->curRoom.num > -1) {
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Map_InitRoomData(play, roomCtx->curRoom.num);
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Minimap_SavePlayerRoomInitInfo(play);
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}
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func_801A3CD8(play->roomCtx.currRoom.echo);
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func_801A3CD8(play->roomCtx.curRoom.echo);
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}
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