TransiActor ->TransitionActor

This commit is contained in:
mzxrules
2023-10-16 16:44:21 -04:00
parent 9d3a447f27
commit 396379a4ef
5 changed files with 44 additions and 42 deletions
+35 -33
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@@ -111,7 +111,9 @@ typedef struct {
/* 0x0 */ u8 code;
/* 0x1 */ u8 num;
/* 0x4 */ void* segment;
} SCmdTransiActorList; // size = 0x8
} SCmdTransitionActorList; // size = 0x8
#define SCmdTransiActorList SCmdTransitionActorList
typedef struct {
/* 0x0 */ u8 code;
@@ -525,38 +527,38 @@ typedef struct {
typedef ActorCsCamInfo CsCameraEntry; // TODO: Remove once ZAPD updates its structs
typedef union {
/* Command: N/A */ SCmdBase base;
/* Command: 0x00 */ SCmdSpawnList spawnList;
/* Command: 0x01 */ SCmdActorList actorList;
/* Command: 0x02 */ SCmdCsCameraList actorCsCamList;
/* Command: 0x03 */ SCmdColHeader colHeader;
/* Command: 0x04 */ SCmdRoomList roomList;
/* Command: 0x05 */ SCmdWindSettings windSettings;
/* Command: 0x06 */ SCmdEntranceList entranceList;
/* Command: 0x07 */ SCmdSpecialFiles specialFiles;
/* Command: 0x08 */ SCmdRoomBehavior roomBehavior;
/* Command: N/A */ SCmdBase base;
/* Command: 0x00 */ SCmdSpawnList spawnList;
/* Command: 0x01 */ SCmdActorList actorList;
/* Command: 0x02 */ SCmdCsCameraList actorCsCamList;
/* Command: 0x03 */ SCmdColHeader colHeader;
/* Command: 0x04 */ SCmdRoomList roomList;
/* Command: 0x05 */ SCmdWindSettings windSettings;
/* Command: 0x06 */ SCmdEntranceList entranceList;
/* Command: 0x07 */ SCmdSpecialFiles specialFiles;
/* Command: 0x08 */ SCmdRoomBehavior roomBehavior;
/* Command: 0x09 */ // Unused
/* Command: 0x0A */ SCmdMesh mesh;
/* Command: 0x0B */ SCmdObjectList objectList;
/* Command: 0x0C */ SCmdLightList lightList;
/* Command: 0x0D */ SCmdPathList pathList;
/* Command: 0x0E */ SCmdTransiActorList transiActorList;
/* Command: 0x0F */ SCmdLightSettingList lightSettingList;
/* Command: 0x10 */ SCmdTimeSettings timeSettings;
/* Command: 0x11 */ SCmdSkyboxSettings skyboxSettings;
/* Command: 0x12 */ SCmdSkyboxDisables skyboxDisables;
/* Command: 0x13 */ SCmdExitList exitList;
/* Command: 0x14 */ SCmdEndMarker endMarker;
/* Command: 0x15 */ SCmdSoundSettings soundSettings;
/* Command: 0x16 */ SCmdEchoSettings echoSettings;
/* Command: 0x17 */ SCmdCsScriptList scriptList;
/* Command: 0x18 */ SCmdAltHeaders altHeaders;
/* Command: 0x19 */ SCmdRegionVisited regionVisited;
/* Command: 0x1A */ SCmdTextureAnimations textureAnimations;
/* Command: 0x1B */ SCmdCutsceneList cutsceneList;
/* Command: 0x1C */ SCmdMinimapSettings minimapSettings;
/* Command: 0x0A */ SCmdMesh mesh;
/* Command: 0x0B */ SCmdObjectList objectList;
/* Command: 0x0C */ SCmdLightList lightList;
/* Command: 0x0D */ SCmdPathList pathList;
/* Command: 0x0E */ SCmdTransitionActorList transitionActorList;
/* Command: 0x0F */ SCmdLightSettingList lightSettingList;
/* Command: 0x10 */ SCmdTimeSettings timeSettings;
/* Command: 0x11 */ SCmdSkyboxSettings skyboxSettings;
/* Command: 0x12 */ SCmdSkyboxDisables skyboxDisables;
/* Command: 0x13 */ SCmdExitList exitList;
/* Command: 0x14 */ SCmdEndMarker endMarker;
/* Command: 0x15 */ SCmdSoundSettings soundSettings;
/* Command: 0x16 */ SCmdEchoSettings echoSettings;
/* Command: 0x17 */ SCmdCsScriptList scriptList;
/* Command: 0x18 */ SCmdAltHeaders altHeaders;
/* Command: 0x19 */ SCmdRegionVisited regionVisited;
/* Command: 0x1A */ SCmdTextureAnimations textureAnimations;
/* Command: 0x1B */ SCmdCutsceneList cutsceneList;
/* Command: 0x1C */ SCmdMinimapSettings minimapSettings;
/* Command: 0x1D */ // Unused
/* Command: 0x1E */ SCmdMinimapChests minimapChests;
/* Command: 0x1E */ SCmdMinimapChests minimapChests;
} SceneCmd; // size = 0x8
// Sets cursor point options on the world map
@@ -920,8 +922,8 @@ void Scene_CommandMesh(struct PlayState* play, SceneCmd* cmd);
void Scene_CommandObjectList(struct PlayState* play, SceneCmd* cmd);
void Scene_CommandLightList(struct PlayState* play, SceneCmd* cmd);
void Scene_CommandPathList(struct PlayState* play, SceneCmd* cmd);
void Scene_CommandTransiActorList(struct PlayState* play, SceneCmd* cmd);
void Scene_ResetTransiActorList(GameState* gameState, TransitionActorList* transitionActors);
void Scene_CommandTransitionActorList(struct PlayState* play, SceneCmd* cmd);
void Scene_ResetTransitionActorList(GameState* gameState, TransitionActorList* transitionActors);
void Scene_CommandEnvLightSettings(struct PlayState* play, SceneCmd* cmd);
void Scene_LoadAreaTextures(struct PlayState* play, s32 fileIndex);
void Scene_CommandSkyboxSettings(struct PlayState* play, SceneCmd* cmd);
+1 -1
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@@ -1587,7 +1587,7 @@ void Play_InitScene(PlayState* this, s32 spawn) {
this->numSetupActors = 0;
Object_InitContext(&this->state, &this->objectCtx);
LightContext_Init(this, &this->lightCtx);
Scene_ResetTransiActorList(&this->state, &this->transitionActors);
Scene_ResetTransitionActorList(&this->state, &this->transitionActors);
Room_Init(this, &this->roomCtx);
gSaveContext.worldMapArea = 0;
Scene_ExecuteCommands(this, this->sceneSegment);
+5 -5
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@@ -333,14 +333,14 @@ void Scene_CommandPathList(PlayState* play, SceneCmd* cmd) {
}
// SceneTableEntry Header Command 0x0E: Transition Actor List
void Scene_CommandTransiActorList(PlayState* play, SceneCmd* cmd) {
play->transitionActors.count = cmd->transiActorList.num;
play->transitionActors.list = Lib_SegmentedToVirtual(cmd->transiActorList.segment);
void Scene_CommandTransitionActorList(PlayState* play, SceneCmd* cmd) {
play->transitionActors.count = cmd->transitionActorList.num;
play->transitionActors.list = Lib_SegmentedToVirtual(cmd->transitionActorList.segment);
func_80105818(play, play->transitionActors.count, play->transitionActors.list);
}
// Init function for the transition system.
void Scene_ResetTransiActorList(GameState* state, TransitionActorList* transitionActors) {
void Scene_ResetTransitionActorList(GameState* state, TransitionActorList* transitionActors) {
transitionActors->count = 0;
}
@@ -564,7 +564,7 @@ void (*sSceneCmdHandlers[SCENE_CMD_MAX])(PlayState*, SceneCmd*) = {
Scene_CommandObjectList, // SCENE_CMD_ID_OBJECT_LIST
Scene_CommandLightList, // SCENE_CMD_ID_LIGHT_LIST
Scene_CommandPathList, // SCENE_CMD_ID_PATH_LIST
Scene_CommandTransiActorList, // SCENE_CMD_ID_TRANSI_ACTOR_LIST
Scene_CommandTransitionActorList, // SCENE_CMD_ID_TRANSI_ACTOR_LIST
Scene_CommandEnvLightSettings, // SCENE_CMD_ID_ENV_LIGHT_SETTINGS
Scene_CommandTimeSettings, // SCENE_CMD_ID_TIME_SETTINGS
Scene_CommandSkyboxSettings, // SCENE_CMD_ID_SKYBOX_SETTINGS
+2 -2
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@@ -2434,8 +2434,8 @@
0x8012FC18:("Scene_CommandObjectList",),
0x8012FDA4:("Scene_CommandLightList",),
0x8012FE2C:("Scene_CommandPathList",),
0x8012FE5C:("Scene_CommandTransiActorList",),
0x8012FEBC:("Scene_ResetTransiActorList",),
0x8012FE5C:("Scene_CommandTransitionActorList",),
0x8012FEBC:("Scene_ResetTransitionActorList",),
0x8012FECC:("Scene_CommandEnvLightSettings",),
0x8012FF10:("Scene_LoadAreaTextures",),
0x8012FF8C:("Scene_CommandSkyboxSettings",),
+1 -1
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@@ -1948,7 +1948,7 @@ asm/non_matchings/code/z_scene/Scene_CommandMesh.s,Scene_CommandMesh,0x8012FBE8,
asm/non_matchings/code/z_scene/Scene_CommandObjectList.s,Scene_CommandObjectList,0x8012FC18,0x63
asm/non_matchings/code/z_scene/Scene_CommandLightList.s,Scene_CommandLightList,0x8012FDA4,0x22
asm/non_matchings/code/z_scene/Scene_CommandPathList.s,Scene_CommandPathList,0x8012FE2C,0xC
asm/non_matchings/code/z_scene/Scene_CommandTransiActorList.s,Scene_CommandTransiActorList,0x8012FE5C,0x18
asm/non_matchings/code/z_scene/Scene_CommandTransitionActorList.s,Scene_CommandTransitionActorList,0x8012FE5C,0x18
asm/non_matchings/code/z_scene/Door_InitContext.s,Door_InitContext,0x8012FEBC,0x4
asm/non_matchings/code/z_scene/Scene_CommandEnvLightSettings.s,Scene_CommandEnvLightSettings,0x8012FECC,0x11
asm/non_matchings/code/z_scene/Scene_LoadAreaTextures.s,Scene_LoadAreaTextures,0x8012FF10,0x1F
1 asm/non_matchings/code/z_en_a_keep/EnAObj_Init.s EnAObj_Init 0x800A5AC0 0x2B
1948 asm/non_matchings/code/z_scene/Scene_CommandObjectList.s Scene_CommandObjectList 0x8012FC18 0x63
1949 asm/non_matchings/code/z_scene/Scene_CommandLightList.s Scene_CommandLightList 0x8012FDA4 0x22
1950 asm/non_matchings/code/z_scene/Scene_CommandPathList.s Scene_CommandPathList 0x8012FE2C 0xC
1951 asm/non_matchings/code/z_scene/Scene_CommandTransiActorList.s asm/non_matchings/code/z_scene/Scene_CommandTransitionActorList.s Scene_CommandTransiActorList Scene_CommandTransitionActorList 0x8012FE5C 0x18
1952 asm/non_matchings/code/z_scene/Door_InitContext.s Door_InitContext 0x8012FEBC 0x4
1953 asm/non_matchings/code/z_scene/Scene_CommandEnvLightSettings.s Scene_CommandEnvLightSettings 0x8012FECC 0x11
1954 asm/non_matchings/code/z_scene/Scene_LoadAreaTextures.s Scene_LoadAreaTextures 0x8012FF10 0x1F