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Three new matching functions (#492)
* Darkmeiro decompilation Bg_Gnd_Darkmeiro decompiled, matched, and documented. * give this a shot * fix conflict * one more try * could be useful * whoops * ZAP2 stuff * ZAP why * ZAP again * match * new matches * format * need to kill the asm, too * whoops dlists * one more match * no more temp * let's fix Gameplay_ChangeCameraStatus while we're at it * formatted
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+2
-10
@@ -190,15 +190,11 @@ s32 Scene_ExecuteCommands(GlobalContext* globalCtx, SceneCmd* sceneCmd) {
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return 0;
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}
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// Scene Command 0x00: Link Spawn List
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#ifdef NON_MATCHING
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// regalloc differences
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void func_80098508(GlobalContext* globalCtx, SceneCmd* cmd) {
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ActorEntry* linkEntry = (ActorEntry*)SEGMENTED_TO_VIRTUAL(cmd->spawnList.segment) +
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globalCtx->setupEntranceList[globalCtx->curSpawn].spawn;
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ActorEntry* linkEntry = globalCtx->linkActorEntry = (ActorEntry*)SEGMENTED_TO_VIRTUAL(cmd->spawnList.segment) +
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globalCtx->setupEntranceList[globalCtx->curSpawn].spawn;
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s16 linkObjectId;
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globalCtx->linkActorEntry = linkEntry;
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globalCtx->linkAgeOnLoad = ((void)0, gSaveContext.linkAge);
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linkObjectId = gLinkObjectIds[((void)0, gSaveContext.linkAge)];
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@@ -206,10 +202,6 @@ void func_80098508(GlobalContext* globalCtx, SceneCmd* cmd) {
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gActorOverlayTable[linkEntry->id].initInfo->objectId = linkObjectId;
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Object_Spawn(&globalCtx->objectCtx, linkObjectId);
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}
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#else
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void func_80098508(GlobalContext* globalCtx, SceneCmd* cmd);
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_scene/func_80098508.s")
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#endif
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// Scene Command 0x01: Actor List
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void func_800985DC(GlobalContext* globalCtx, SceneCmd* cmd) {
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