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https://github.com/zeldaret/tmc
synced 2026-06-26 02:14:45 -04:00
Decompile some functions
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+26
-1
@@ -54,6 +54,8 @@ void sub_08080B60(u8*);
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extern u8 gMapDataTopSpecial[];
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extern const void (*const gUnk_0811E7C4[])(int);
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void UpdateScroll(void) {
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static void (*const gUnk_0811E768[])(RoomControls*) = {
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sub_0807FC64, sub_0807FC7C, sub_0807FDB0, NULL, sub_0807FEF0, sub_0807FF54,
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@@ -363,7 +365,30 @@ ASM_FUNC("asm/non_matching/scroll/sub_08080794.inc", void sub_08080794())
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ASM_FUNC("asm/non_matching/scroll/sub_08080808.inc", void sub_08080808())
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ASM_FUNC("asm/non_matching/scroll/DoExitTransition.inc", void DoExitTransition(const ScreenTransitionData* data))
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void DoExitTransition(const ScreenTransitionData* data) {
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PlayerRoomStatus* status;
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gRoomTransition.transitioningOut = 1;
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status = &gRoomTransition.player_status;
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if ((u16)data->playerXPos <= 0x3ff) {
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status->start_pos_x = data->playerXPos;
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} else {
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status->start_pos_x = (gRoomControls.camera_target)->x.HALF.HI | 0x8000;
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}
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if ((u16)data->playerYPos <= 0x3ff) {
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status->start_pos_y = data->playerYPos;
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} else {
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status->start_pos_y = (gRoomControls.camera_target)->y.HALF.HI | 0x8000;
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}
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status->area_next = data->area;
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status->room_next = data->room;
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status->layer = data->playerLayer;
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status->spawn_type = data->field_0xe;
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status->start_anim = data->playerState;
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if (data->transitionSFX != SFX_NONE) {
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SoundReq(data->transitionSFX);
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}
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gUnk_0811E7C4[data->type](data->field_0xa);
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}
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void sub_080808D8(void) {
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gRoomTransition.type = TRANSITION_DEFAULT;
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