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Document object_dblue_object (Great Bay Temple objects) (#1077)
* Document everything except the unknown blob and the weird collision * Add the last unused texture, thanks Tharo! * Finish up documentation * Respond to Elliptic's review
This commit is contained in:
@@ -1,7 +1,7 @@
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/*
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* File: z_bg_dblue_balance.c
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* Overlay: ovl_Bg_Dblue_Balance
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* Description: Great Bay Temple - See-Saw
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* Description: Great Bay Temple - Seesaw and Waterwheel w/ Platforms
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*/
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#include "prevent_bss_reordering.h"
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@@ -43,19 +43,19 @@ const ActorInit Bg_Dblue_Balance_InitVars = {
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};
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typedef struct {
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/* 0x00 */ Gfx* unk_00;
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/* 0x04 */ CollisionHeader* unk_04;
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/* 0x00 */ Gfx* opaDList;
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/* 0x04 */ CollisionHeader* colHeader;
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/* 0x08 */ u32 unk_08;
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/* 0x0C */ f32 unk_0C;
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/* 0x10 */ f32 unk_10;
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/* 0x14 */ ActorFunc unk_14;
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/* 0x18 */ ActorFunc unk_18;
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} BgDblueBalanceStruct2;
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/* 0x14 */ ActorFunc update;
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/* 0x18 */ ActorFunc draw;
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} BgDblueBalanceTypeInfo; // size = 0x1C
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BgDblueBalanceStruct2 D_80B83A20[] = {
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BgDblueBalanceTypeInfo sTypeInfo[] = {
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{
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object_dblue_object_DL_00B8F8,
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&object_dblue_object_Colheader_00BC08,
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gGreatBayTempleObjectSeesawShaftDL,
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&gGreatBayTempleObjectSeesawShaftCol,
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0x10,
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360.0f,
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300.0f,
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@@ -63,8 +63,8 @@ BgDblueBalanceStruct2 D_80B83A20[] = {
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BgDblueBalance_Draw,
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},
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{
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object_dblue_object_DL_00BF48,
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&object_dblue_object_Colheader_00C180,
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gGreatBayTempleObjectLargeSeesawPlatformDL,
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&gGreatBayTempleObjectLargeSeesawPlatformCol,
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0x10,
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210.0f,
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190.0f,
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@@ -72,8 +72,8 @@ BgDblueBalanceStruct2 D_80B83A20[] = {
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BgDblueBalance_Draw,
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},
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{
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object_dblue_object_DL_00C4B8,
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&object_dblue_object_Colheader_00C700,
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gGreatBayTempleObjectSmallSeesawPlatformDL,
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&gGreatBayTempleObjectSmallSeesawPlatformCol,
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0x10,
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180.0f,
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180.0f,
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@@ -81,8 +81,8 @@ BgDblueBalanceStruct2 D_80B83A20[] = {
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BgDblueBalance_Draw,
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},
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{
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object_dblue_object_DL_001E68,
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&object_dblue_object_Colheader_002E78,
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gGreatBayTempleObjectWaterwheelWithPlatformsDL,
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&gGreatBayTempleObjectWaterwheelWithPlatformsCol,
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0x30,
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1500.0f,
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1500.0f,
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@@ -311,19 +311,19 @@ void BgDblueBalance_Init(Actor* thisx, PlayState* play) {
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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this->dyna.actor.flags = D_80B83A20[sp2C].unk_08;
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this->dyna.actor.uncullZoneScale = D_80B83A20[sp2C].unk_0C;
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this->dyna.actor.uncullZoneDownward = D_80B83A20[sp2C].unk_10;
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this->dyna.actor.update = D_80B83A20[sp2C].unk_14;
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this->dyna.actor.draw = D_80B83A20[sp2C].unk_18;
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this->dyna.actor.flags = sTypeInfo[sp2C].unk_08;
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this->dyna.actor.uncullZoneScale = sTypeInfo[sp2C].unk_0C;
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this->dyna.actor.uncullZoneDownward = sTypeInfo[sp2C].unk_10;
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this->dyna.actor.update = sTypeInfo[sp2C].update;
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this->dyna.actor.draw = sTypeInfo[sp2C].draw;
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DynaPolyActor_Init(&this->dyna, 1);
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DynaPolyActor_LoadMesh(play, &this->dyna, D_80B83A20[sp2C].unk_04);
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DynaPolyActor_LoadMesh(play, &this->dyna, sTypeInfo[sp2C].colHeader);
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if (sp2C == 3) {
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D_80B83C70 = Lib_SegmentedToVirtual(object_dblue_object_Matanimheader_00CE00);
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D_80B83C70 = Lib_SegmentedToVirtual(gGreatBayTempleObjectWaterwheelSplashTexAnim);
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} else if (sp2C == 0) {
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D_80B83C74 = Lib_SegmentedToVirtual(object_dblue_object_Matanimheader_00D250);
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D_80B83C74 = Lib_SegmentedToVirtual(gGreatBayTempleObjectSeesawSplashTexAnim);
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}
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if (sp2C == 0) {
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@@ -645,11 +645,11 @@ void func_80B83518(Actor* thisx, PlayState* play) {
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void BgDblueBalance_Draw(Actor* thisx, PlayState* play) {
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s32 pad;
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BgDblueBalance* this = THIS;
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BgDblueBalanceStruct2* ptr2 = &D_80B83A20[BGDBLUEBALANCE_GET_300(&this->dyna.actor)];
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BgDblueBalanceTypeInfo* ptr2 = &sTypeInfo[BGDBLUEBALANCE_GET_300(&this->dyna.actor)];
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BgDblueBalance* sp38;
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Gfx* gfx;
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Gfx_DrawDListOpa(play, ptr2->unk_00);
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Gfx_DrawDListOpa(play, ptr2->opaDList);
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if (!(BGDBLUEBALANCE_GET_300(&this->dyna.actor)) && (this->unk_160 != NULL)) {
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AnimatedMat_Draw(play, D_80B83C74);
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@@ -666,7 +666,7 @@ void BgDblueBalance_Draw(Actor* thisx, PlayState* play) {
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gSPDisplayList(gfx++, &sSetupDL[6 * 25]);
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gSPMatrix(gfx++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gDPSetEnvColor(gfx++, 0, 0, 0, this->unk_183);
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gSPDisplayList(gfx++, object_dblue_object_DL_00D110);
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gSPDisplayList(gfx++, gGreatBayTempleObjectSeesawSplashDL);
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POLY_XLU_DISP = gfx;
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@@ -681,7 +681,7 @@ void func_80B83758(Actor* thisx, PlayState* play) {
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Gfx* gfx;
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s32 i;
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BgDblueBalanceStruct* ptr;
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BgDblueBalanceStruct2* ptr2;
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BgDblueBalanceTypeInfo* ptr2;
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s32 temp;
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if (this->unk_178 != 0) {
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@@ -695,8 +695,8 @@ void func_80B83758(Actor* thisx, PlayState* play) {
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}
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if (this->dyna.actor.flags & ACTOR_FLAG_40) {
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ptr2 = &D_80B83A20[BGDBLUEBALANCE_GET_300(&this->dyna.actor)];
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Gfx_DrawDListOpa(play, ptr2->unk_00);
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ptr2 = &sTypeInfo[BGDBLUEBALANCE_GET_300(&this->dyna.actor)];
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Gfx_DrawDListOpa(play, ptr2->opaDList);
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if (this->unk_183 != 0) {
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AnimatedMat_Draw(play, D_80B83C70);
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@@ -717,7 +717,7 @@ void func_80B83758(Actor* thisx, PlayState* play) {
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temp = ptr->unk_0E * (f32)this->unk_183 * 0.003921569f;
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gDPSetEnvColor(gfx++, 0, 0, 0, temp);
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gSPMatrix(gfx++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(gfx++, object_dblue_object_DL_00CD10);
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gSPDisplayList(gfx++, gGreatBayTempleObjectWaterwheelSplashDL);
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}
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}
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@@ -1,7 +1,7 @@
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/*
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* File: z_bg_dblue_movebg.c
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* Overlay: ovl_Bg_Dblue_Movebg
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* Description: Great Bay Temple - Waterwheels and push switches
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* Description: Great Bay Temple - Waterwheels, push switches, gear shafts, and whirlpools
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*/
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#include "prevent_bss_reordering.h"
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@@ -57,42 +57,42 @@ const ActorInit Bg_Dblue_Movebg_InitVars = {
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(ActorFunc)BgDblueMovebg_Draw,
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};
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Gfx* D_80A2B8AC[] = {
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static Gfx* sOpaDLists[] = {
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NULL,
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object_dblue_object_DL_0069D8,
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gGreatBayTempleObjectTwoWaySwitchDL,
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NULL,
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NULL,
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NULL,
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NULL,
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object_dblue_object_DL_004848,
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object_dblue_object_DL_0061B8,
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gGreatBayTempleObjectGearShaftWithPlatformsDL,
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gGreatBayTempleObjectOneWaySwitchDL,
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NULL,
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NULL,
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NULL,
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NULL,
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};
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Gfx* D_80A2B8DC[] = {
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, object_dblue_object_DL_00CAA0, NULL,
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static Gfx* sXluDLists[] = {
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, gGreatBayTempleObjectWhirlpoolDL, NULL,
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};
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CollisionHeader* D_80A2B90C[] = {
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static CollisionHeader* sColHeaders[] = {
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NULL,
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&object_dblue_object_Colheader_006EA8,
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&gGreatBayTempleObjectTwoWaySwitchCol,
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NULL,
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NULL,
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NULL,
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&object_dblue_object_Colheader_00D3DC,
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&object_dblue_object_Colheader_005D28,
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&object_dblue_object_Colheader_00714C,
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&object_dblue_object_Colheader_00AED0,
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&object_dblue_object_Colheader_00AED0,
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&gGreatBayTempleObjectUnusedCol,
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&gGreatBayTempleObjectGearShaftWithPlatformsCol,
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&gGreatBayTempleObjectOneWaySwitchCol,
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&gGreatBayTempleObjectWaterwheelCol,
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&gGreatBayTempleObjectWaterwheelCol,
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NULL,
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NULL,
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};
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AnimatedMaterial* D_80A2B93C[] = {
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, object_dblue_object_Matanimheader_00CC18, NULL,
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static AnimatedMaterial* sTexAnims[] = {
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, gGreatBayTempleObjectWhirlpoolTexAnim, NULL,
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};
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s16 D_80A2B96C[] = { 0, 0x16C, -0x16C, 0 };
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@@ -189,13 +189,13 @@ void BgDblueMovebg_Init(Actor* thisx, PlayState* play) {
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D_80A2BBF4.unk_01 = 1;
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}
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if (D_80A2B90C[this->unk_160] != NULL) {
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DynaPolyActor_LoadMesh(play, &this->dyna, D_80A2B90C[this->unk_160]);
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if (sColHeaders[this->unk_160] != NULL) {
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DynaPolyActor_LoadMesh(play, &this->dyna, sColHeaders[this->unk_160]);
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}
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this->unk_164 = D_80A2B8AC[this->unk_160];
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this->unk_168 = D_80A2B8DC[this->unk_160];
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this->unk_16C = D_80A2B93C[this->unk_160];
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this->opaDList = sOpaDLists[this->unk_160];
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this->xluDList = sXluDLists[this->unk_160];
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this->texAnim = sTexAnims[this->unk_160];
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SubS_FillCutscenesList(&this->dyna.actor, this->unk_1B6, ARRAY_COUNT(this->unk_1B6));
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@@ -341,9 +341,9 @@ void func_80A2A1E0(BgDblueMovebg* this, PlayState* play) {
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this->dyna.actor.shape.rot.y += this->unk_1CC;
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if (play->roomCtx.currRoom.num == 0) {
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this->unk_164 = object_dblue_object_DL_004848;
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this->opaDList = gGreatBayTempleObjectGearShaftWithPlatformsDL;
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} else if (play->roomCtx.currRoom.num == 8) {
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this->unk_164 = NULL;
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this->opaDList = NULL;
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}
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if (play->roomCtx.currRoom.num != this->unk_170) {
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@@ -678,9 +678,9 @@ void func_80A2AED0(BgDblueMovebg* this, PlayState* play) {
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}
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if (play->roomCtx.currRoom.num == 0) {
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this->unk_164 = object_dblue_object_DL_008778;
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this->opaDList = gGreatBayTempleObjectWaterwheelDL;
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} else if (play->roomCtx.currRoom.num == 8) {
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this->unk_164 = object_dblue_object_DL_00A528;
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this->opaDList = gGreatBayTempleObjectWaterwheelWithFakeGearDL;
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}
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if (this == D_80A2BBF0) {
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@@ -756,7 +756,7 @@ void func_80A2B308(Actor* thisx, PlayState* play) {
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func_8012C28C(play->state.gfxCtx);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_OPA_DISP++, this->unk_164);
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gSPDisplayList(POLY_OPA_DISP++, this->opaDList);
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CLOSE_DISPS(play->state.gfxCtx);
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}
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@@ -774,34 +774,34 @@ void BgDblueMovebg_Draw(Actor* thisx, PlayState* play2) {
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OPEN_DISPS(play->state.gfxCtx);
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if ((this->unk_160 == 9) || (this->unk_160 == 8) || (this->dyna.actor.flags & ACTOR_FLAG_40)) {
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if (this->unk_16C != NULL) {
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AnimatedMat_Draw(play, Lib_SegmentedToVirtual(this->unk_16C));
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if (this->texAnim != NULL) {
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AnimatedMat_Draw(play, Lib_SegmentedToVirtual(this->texAnim));
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}
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if ((this->unk_164 != 0) || (this->unk_160 == 6)) {
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if ((this->opaDList != NULL) || (this->unk_160 == 6)) {
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gfx2 = Gfx_CallSetupDL(POLY_OPA_DISP, 0x19);
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gSPMatrix(&gfx2[0], Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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if (this->unk_160 == 6) {
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gSPDisplayList(&gfx2[1], object_dblue_object_DL_0052B8);
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if (this->unk_164 != 0) {
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gSPDisplayList(&gfx2[2], this->unk_164);
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gSPDisplayList(&gfx2[1], gGreatBayTempleObjectGearShaftDL);
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if (this->opaDList != NULL) {
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gSPDisplayList(&gfx2[2], this->opaDList);
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POLY_OPA_DISP = &gfx2[3];
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} else {
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POLY_OPA_DISP = &gfx2[2];
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}
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} else {
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gSPDisplayList(&gfx2[1], this->unk_164);
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gSPDisplayList(&gfx2[1], this->opaDList);
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POLY_OPA_DISP = &gfx2[2];
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}
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}
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if (this->unk_168 != NULL) {
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if (this->xluDList != NULL) {
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gfx = func_8012C2B4(POLY_XLU_DISP);
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gSPMatrix(&gfx[0], Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(&gfx[1], this->unk_168);
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gSPDisplayList(&gfx[1], this->xluDList);
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POLY_XLU_DISP = &gfx[2];
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}
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@@ -812,7 +812,7 @@ void BgDblueMovebg_Draw(Actor* thisx, PlayState* play2) {
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CLOSE_DISPS(play->state.gfxCtx);
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if ((this->unk_160 == 8) && (this->unk_172 & 0x20)) {
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AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&object_dblue_object_Matanimheader_00CE00));
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AnimatedMat_Draw(play, Lib_SegmentedToVirtual(&gGreatBayTempleObjectWaterwheelSplashTexAnim));
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OPEN_DISPS(play->state.gfxCtx);
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@@ -844,7 +844,7 @@ void BgDblueMovebg_Draw(Actor* thisx, PlayState* play2) {
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gSPMatrix(gfx++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gDPSetEnvColor(gfx++, 255, 255, 255, this->unk_1D8[j][i]);
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gSPDisplayList(gfx++, object_dblue_object_DL_00CD10);
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gSPDisplayList(gfx++, gGreatBayTempleObjectWaterwheelSplashDL);
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Matrix_Pop();
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}
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@@ -17,9 +17,9 @@ typedef struct BgDblueMovebg {
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/* 0x000 */ DynaPolyActor dyna;
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/* 0x15C */ BgDblueMovebgActionFunc actionFunc;
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/* 0x160 */ s32 unk_160;
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/* 0x164 */ Gfx* unk_164;
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/* 0x168 */ Gfx* unk_168;
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/* 0x16C */ TexturePtr unk_16C;
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/* 0x164 */ Gfx* opaDList;
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/* 0x168 */ Gfx* xluDList;
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/* 0x16C */ AnimatedMaterial* texAnim;
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/* 0x170 */ s8 unk_170;
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/* 0x171 */ s8 unk_171;
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/* 0x172 */ u16 unk_172;
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@@ -1,7 +1,7 @@
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/*
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* File: z_bg_dblue_waterfall.c
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* Overlay: ovl_Bg_Dblue_Waterfall
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* Description: Great Bay Temple - Freezable Geyser
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* Description: Great Bay Temple - Freezable Waterfall
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*/
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#include "z_bg_dblue_waterfall.h"
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@@ -344,7 +344,7 @@ void BgDblueWaterfall_Init(Actor* thisx, PlayState* play) {
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Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
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Collider_UpdateCylinder(&this->actor, &this->collider);
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this->unk_190 = Lib_SegmentedToVirtual(object_dblue_object_Matanimheader_00B448);
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this->unk_190 = Lib_SegmentedToVirtual(gGreatBayTempleObjectWaterfallTexAnim);
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Actor_SetFocus(&this->actor, -100.0f);
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func_80B84568(this, play);
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@@ -600,30 +600,30 @@ void BgDblueWaterfall_Draw(Actor* thisx, PlayState* play) {
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AnimatedMat_Draw(play, this->unk_190);
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|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x8A, 255, 255, 255, sp38);
|
||||
gSPDisplayList(POLY_XLU_DISP++, object_dblue_object_DL_00B280);
|
||||
gSPDisplayList(POLY_XLU_DISP++, gGreatBayTempleObjectWaterfallDL);
|
||||
}
|
||||
|
||||
if (this->unk_19F > 0) {
|
||||
if (this->unk_19F < 255) {
|
||||
gSPSegment(POLY_XLU_DISP++, 0x09, D_801AEF88);
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x9B, 255, 255, 255, this->unk_19F);
|
||||
gSPDisplayList(POLY_XLU_DISP++, object_dblue_object_DL_003358);
|
||||
gSPDisplayList(POLY_XLU_DISP++, gGreatBayTempleObjectIceStalactiteDL);
|
||||
} else {
|
||||
func_8012C28C(play->state.gfxCtx);
|
||||
|
||||
gSPSegment(POLY_OPA_DISP++, 0x09, D_801AEFA0);
|
||||
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0x9B, 255, 255, 255, 255);
|
||||
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPDisplayList(POLY_OPA_DISP++, object_dblue_object_DL_003358);
|
||||
gSPDisplayList(POLY_OPA_DISP++, gGreatBayTempleObjectIceStalactiteDL);
|
||||
}
|
||||
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0xFF, 255, 255, 255, this->unk_19F);
|
||||
gSPDisplayList(POLY_XLU_DISP++, object_dblue_object_DL_003250);
|
||||
gSPDisplayList(POLY_XLU_DISP++, gGreatBayTempleObjectIceStalactiteRimDL);
|
||||
}
|
||||
|
||||
if (this->unk_1A0 > 0) {
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0xFF, 255, 255, 255, this->unk_1A0);
|
||||
gSPDisplayList(POLY_XLU_DISP++, object_dblue_object_DL_003770);
|
||||
gSPDisplayList(POLY_XLU_DISP++, gGreatBayTempleObjectFrozenWaterfallDL);
|
||||
}
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
|
||||
@@ -78,7 +78,7 @@ ShutterInfo D_808A21B0[] = {
|
||||
{ gameplay_keep_DL_077990, gameplay_keep_DL_078A80, 130, 12, 20, 15 },
|
||||
{ object_numa_obj_DL_007150, gameplay_keep_DL_078A80, 130, 12, 20, 15 },
|
||||
{ object_hakugin_obj_DL_000128, gameplay_keep_DL_078A80, 130, 12, 20, 15 },
|
||||
{ object_dblue_object_DL_017D00, gameplay_keep_DL_078A80, 130, 12, 20, 15 },
|
||||
{ gGreatBayTempleObjectDoorDL, gameplay_keep_DL_078A80, 130, 12, 20, 15 },
|
||||
{ object_ikana_obj_DL_014A40, gameplay_keep_DL_078A80, 130, 12, 20, 15 },
|
||||
{ object_redead_obj_DL_0001A0, gameplay_keep_DL_078A80, 130, 12, 20, 15 },
|
||||
{ object_ikninside_obj_DL_004440, object_ikninside_obj_DL_005260, 130, 0, 20, 15 },
|
||||
|
||||
Reference in New Issue
Block a user