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
This commit is contained in:
engineer124
2022-09-28 18:47:46 -04:00
committed by GitHub
parent 91d4e29dfa
commit 5e860dd3e7
53 changed files with 960 additions and 169 deletions
+11 -11
View File
@@ -64,8 +64,8 @@ void Room_DrawType1Mesh(PlayState* play, Room* room, u32 flags) {
void Room_Init(PlayState* play, RoomContext* roomCtx) {
s32 i;
roomCtx->currRoom.num = -1;
roomCtx->currRoom.segment = NULL;
roomCtx->curRoom.num = -1;
roomCtx->curRoom.segment = NULL;
roomCtx->unk78 = 1;
roomCtx->unk79 = 0;
for (i = 0; i < 3; i++) {
@@ -79,9 +79,9 @@ s32 Room_StartRoomTransition(PlayState* play, RoomContext* roomCtx, s32 index) {
if (roomCtx->unk31 == 0) {
s32 size;
roomCtx->prevRoom = roomCtx->currRoom;
roomCtx->currRoom.num = index;
roomCtx->currRoom.segment = NULL;
roomCtx->prevRoom = roomCtx->curRoom;
roomCtx->curRoom.num = index;
roomCtx->curRoom.segment = NULL;
roomCtx->unk31 = 1;
size = play->roomList[index].vromEnd - play->roomList[index].vromStart;
@@ -103,15 +103,15 @@ s32 Room_HandleLoadCallbacks(PlayState* play, RoomContext* roomCtx) {
if (roomCtx->unk31 == 1) {
if (!osRecvMesg(&roomCtx->loadQueue, NULL, OS_MESG_NOBLOCK)) {
roomCtx->unk31 = 0;
roomCtx->currRoom.segment = roomCtx->activeRoomVram;
roomCtx->curRoom.segment = roomCtx->activeRoomVram;
// TODO: Segment number enum
gSegments[0x03] = PHYSICAL_TO_VIRTUAL(roomCtx->activeRoomVram);
Scene_ProcessHeader(play, (SceneCmd*)roomCtx->currRoom.segment);
Scene_ProcessHeader(play, (SceneCmd*)roomCtx->curRoom.segment);
func_80123140(play, GET_PLAYER(play));
Actor_SpawnTransitionActors(play, &play->actorCtx);
if (((play->sceneNum != SCENE_IKANA) || (roomCtx->currRoom.num != 1)) &&
if (((play->sceneNum != SCENE_IKANA) || (roomCtx->curRoom.num != 1)) &&
(play->sceneNum != SCENE_IKNINSIDE)) {
play->envCtx.lightSettingOverride = 0xFF;
play->envCtx.unk_E0 = 0;
@@ -142,9 +142,9 @@ void func_8012EBF8(PlayState* play, RoomContext* roomCtx) {
roomCtx->prevRoom.segment = NULL;
func_800BA798(play, &play->actorCtx);
Actor_SpawnTransitionActors(play, &play->actorCtx);
if (roomCtx->currRoom.num > -1) {
Map_InitRoomData(play, roomCtx->currRoom.num);
if (roomCtx->curRoom.num > -1) {
Map_InitRoomData(play, roomCtx->curRoom.num);
Minimap_SavePlayerRoomInitInfo(play);
}
func_801A3CD8(play->roomCtx.currRoom.echo);
func_801A3CD8(play->roomCtx.curRoom.echo);
}