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DoorShutter logic docs (#1418)
* DoorShutter logic docs * Comment on two more funcs * Fix comment on DoorShutter_UnbarredCheckSwitchFlag I mmissed the `!(... == SHUTTER_FRONT_CLEAR)` * Remove types 8,9,10 from enum as they aren't referenced by any transition actor list in all scenes * Add `DOORSHUTTER_PARAMS` macro to pack params * `DoorShutter_WaitPlayerShock` -> `DoorShutter_WaitPlayerSurprised` * --comma * moveState -> isActive * Add mention about SlidingDoorActorBase.isActive being a timer in niche DoorShutter cases
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@@ -527,6 +527,16 @@ typedef struct DoorActorBase {
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/* 0x0000 */ DOOR_ACTOR_BASE;
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} DoorActorBase;
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// DoorShutter and DoorGerudo share isActive
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// Due to alignment, a substruct cannot be used in the structs of these actors.
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#define SLIDING_DOOR_ACTOR_BASE \
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/* 0x0000 */ DynaPolyActor dyna; \
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/* 0x0164 */ s16 isActive // Set to true by player when using the door. Also a timer for niche cases in DoorShutter
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typedef struct SlidingDoorActorBase {
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/* 0x0000 */ SLIDING_DOOR_ACTOR_BASE;
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} SlidingDoorActorBase;
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typedef enum {
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/* 0x00 */ DOOR_OPEN_ANIM_ADULT_L,
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/* 0x01 */ DOOR_OPEN_ANIM_CHILD_L,
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