mirror of
https://github.com/izzy2lost/2ship2harkinian-Android.git
synced 2026-06-19 01:20:08 -07:00
TransiActor ->TransitionActor
This commit is contained in:
+35
-33
@@ -111,7 +111,9 @@ typedef struct {
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/* 0x0 */ u8 code;
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/* 0x1 */ u8 num;
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/* 0x4 */ void* segment;
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} SCmdTransiActorList; // size = 0x8
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} SCmdTransitionActorList; // size = 0x8
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#define SCmdTransiActorList SCmdTransitionActorList
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typedef struct {
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/* 0x0 */ u8 code;
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@@ -525,38 +527,38 @@ typedef struct {
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typedef ActorCsCamInfo CsCameraEntry; // TODO: Remove once ZAPD updates its structs
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typedef union {
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/* Command: N/A */ SCmdBase base;
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/* Command: 0x00 */ SCmdSpawnList spawnList;
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/* Command: 0x01 */ SCmdActorList actorList;
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/* Command: 0x02 */ SCmdCsCameraList actorCsCamList;
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/* Command: 0x03 */ SCmdColHeader colHeader;
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/* Command: 0x04 */ SCmdRoomList roomList;
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/* Command: 0x05 */ SCmdWindSettings windSettings;
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/* Command: 0x06 */ SCmdEntranceList entranceList;
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/* Command: 0x07 */ SCmdSpecialFiles specialFiles;
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/* Command: 0x08 */ SCmdRoomBehavior roomBehavior;
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/* Command: N/A */ SCmdBase base;
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/* Command: 0x00 */ SCmdSpawnList spawnList;
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/* Command: 0x01 */ SCmdActorList actorList;
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/* Command: 0x02 */ SCmdCsCameraList actorCsCamList;
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/* Command: 0x03 */ SCmdColHeader colHeader;
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/* Command: 0x04 */ SCmdRoomList roomList;
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/* Command: 0x05 */ SCmdWindSettings windSettings;
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/* Command: 0x06 */ SCmdEntranceList entranceList;
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/* Command: 0x07 */ SCmdSpecialFiles specialFiles;
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/* Command: 0x08 */ SCmdRoomBehavior roomBehavior;
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/* Command: 0x09 */ // Unused
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/* Command: 0x0A */ SCmdMesh mesh;
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/* Command: 0x0B */ SCmdObjectList objectList;
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/* Command: 0x0C */ SCmdLightList lightList;
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/* Command: 0x0D */ SCmdPathList pathList;
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/* Command: 0x0E */ SCmdTransiActorList transiActorList;
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/* Command: 0x0F */ SCmdLightSettingList lightSettingList;
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/* Command: 0x10 */ SCmdTimeSettings timeSettings;
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/* Command: 0x11 */ SCmdSkyboxSettings skyboxSettings;
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/* Command: 0x12 */ SCmdSkyboxDisables skyboxDisables;
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/* Command: 0x13 */ SCmdExitList exitList;
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/* Command: 0x14 */ SCmdEndMarker endMarker;
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/* Command: 0x15 */ SCmdSoundSettings soundSettings;
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/* Command: 0x16 */ SCmdEchoSettings echoSettings;
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/* Command: 0x17 */ SCmdCsScriptList scriptList;
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/* Command: 0x18 */ SCmdAltHeaders altHeaders;
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/* Command: 0x19 */ SCmdRegionVisited regionVisited;
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/* Command: 0x1A */ SCmdTextureAnimations textureAnimations;
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/* Command: 0x1B */ SCmdCutsceneList cutsceneList;
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/* Command: 0x1C */ SCmdMinimapSettings minimapSettings;
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/* Command: 0x0A */ SCmdMesh mesh;
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/* Command: 0x0B */ SCmdObjectList objectList;
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/* Command: 0x0C */ SCmdLightList lightList;
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/* Command: 0x0D */ SCmdPathList pathList;
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/* Command: 0x0E */ SCmdTransitionActorList transitionActorList;
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/* Command: 0x0F */ SCmdLightSettingList lightSettingList;
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/* Command: 0x10 */ SCmdTimeSettings timeSettings;
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/* Command: 0x11 */ SCmdSkyboxSettings skyboxSettings;
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/* Command: 0x12 */ SCmdSkyboxDisables skyboxDisables;
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/* Command: 0x13 */ SCmdExitList exitList;
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/* Command: 0x14 */ SCmdEndMarker endMarker;
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/* Command: 0x15 */ SCmdSoundSettings soundSettings;
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/* Command: 0x16 */ SCmdEchoSettings echoSettings;
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/* Command: 0x17 */ SCmdCsScriptList scriptList;
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/* Command: 0x18 */ SCmdAltHeaders altHeaders;
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/* Command: 0x19 */ SCmdRegionVisited regionVisited;
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/* Command: 0x1A */ SCmdTextureAnimations textureAnimations;
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/* Command: 0x1B */ SCmdCutsceneList cutsceneList;
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/* Command: 0x1C */ SCmdMinimapSettings minimapSettings;
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/* Command: 0x1D */ // Unused
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/* Command: 0x1E */ SCmdMinimapChests minimapChests;
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/* Command: 0x1E */ SCmdMinimapChests minimapChests;
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} SceneCmd; // size = 0x8
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// Sets cursor point options on the world map
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@@ -920,8 +922,8 @@ void Scene_CommandMesh(struct PlayState* play, SceneCmd* cmd);
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void Scene_CommandObjectList(struct PlayState* play, SceneCmd* cmd);
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void Scene_CommandLightList(struct PlayState* play, SceneCmd* cmd);
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void Scene_CommandPathList(struct PlayState* play, SceneCmd* cmd);
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void Scene_CommandTransiActorList(struct PlayState* play, SceneCmd* cmd);
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void Scene_ResetTransiActorList(GameState* gameState, TransitionActorList* transitionActors);
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void Scene_CommandTransitionActorList(struct PlayState* play, SceneCmd* cmd);
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void Scene_ResetTransitionActorList(GameState* gameState, TransitionActorList* transitionActors);
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void Scene_CommandEnvLightSettings(struct PlayState* play, SceneCmd* cmd);
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void Scene_LoadAreaTextures(struct PlayState* play, s32 fileIndex);
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void Scene_CommandSkyboxSettings(struct PlayState* play, SceneCmd* cmd);
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+1
-1
@@ -1587,7 +1587,7 @@ void Play_InitScene(PlayState* this, s32 spawn) {
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this->numSetupActors = 0;
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Object_InitContext(&this->state, &this->objectCtx);
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LightContext_Init(this, &this->lightCtx);
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Scene_ResetTransiActorList(&this->state, &this->transitionActors);
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Scene_ResetTransitionActorList(&this->state, &this->transitionActors);
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Room_Init(this, &this->roomCtx);
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gSaveContext.worldMapArea = 0;
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Scene_ExecuteCommands(this, this->sceneSegment);
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+5
-5
@@ -333,14 +333,14 @@ void Scene_CommandPathList(PlayState* play, SceneCmd* cmd) {
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}
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// SceneTableEntry Header Command 0x0E: Transition Actor List
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void Scene_CommandTransiActorList(PlayState* play, SceneCmd* cmd) {
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play->transitionActors.count = cmd->transiActorList.num;
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play->transitionActors.list = Lib_SegmentedToVirtual(cmd->transiActorList.segment);
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void Scene_CommandTransitionActorList(PlayState* play, SceneCmd* cmd) {
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play->transitionActors.count = cmd->transitionActorList.num;
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play->transitionActors.list = Lib_SegmentedToVirtual(cmd->transitionActorList.segment);
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func_80105818(play, play->transitionActors.count, play->transitionActors.list);
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}
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// Init function for the transition system.
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void Scene_ResetTransiActorList(GameState* state, TransitionActorList* transitionActors) {
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void Scene_ResetTransitionActorList(GameState* state, TransitionActorList* transitionActors) {
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transitionActors->count = 0;
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}
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@@ -564,7 +564,7 @@ void (*sSceneCmdHandlers[SCENE_CMD_MAX])(PlayState*, SceneCmd*) = {
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Scene_CommandObjectList, // SCENE_CMD_ID_OBJECT_LIST
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Scene_CommandLightList, // SCENE_CMD_ID_LIGHT_LIST
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Scene_CommandPathList, // SCENE_CMD_ID_PATH_LIST
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Scene_CommandTransiActorList, // SCENE_CMD_ID_TRANSI_ACTOR_LIST
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Scene_CommandTransitionActorList, // SCENE_CMD_ID_TRANSI_ACTOR_LIST
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Scene_CommandEnvLightSettings, // SCENE_CMD_ID_ENV_LIGHT_SETTINGS
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Scene_CommandTimeSettings, // SCENE_CMD_ID_TIME_SETTINGS
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Scene_CommandSkyboxSettings, // SCENE_CMD_ID_SKYBOX_SETTINGS
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@@ -2434,8 +2434,8 @@
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0x8012FC18:("Scene_CommandObjectList",),
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0x8012FDA4:("Scene_CommandLightList",),
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0x8012FE2C:("Scene_CommandPathList",),
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0x8012FE5C:("Scene_CommandTransiActorList",),
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0x8012FEBC:("Scene_ResetTransiActorList",),
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0x8012FE5C:("Scene_CommandTransitionActorList",),
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0x8012FEBC:("Scene_ResetTransitionActorList",),
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0x8012FECC:("Scene_CommandEnvLightSettings",),
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0x8012FF10:("Scene_LoadAreaTextures",),
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0x8012FF8C:("Scene_CommandSkyboxSettings",),
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@@ -1948,7 +1948,7 @@ asm/non_matchings/code/z_scene/Scene_CommandMesh.s,Scene_CommandMesh,0x8012FBE8,
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asm/non_matchings/code/z_scene/Scene_CommandObjectList.s,Scene_CommandObjectList,0x8012FC18,0x63
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asm/non_matchings/code/z_scene/Scene_CommandLightList.s,Scene_CommandLightList,0x8012FDA4,0x22
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asm/non_matchings/code/z_scene/Scene_CommandPathList.s,Scene_CommandPathList,0x8012FE2C,0xC
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asm/non_matchings/code/z_scene/Scene_CommandTransiActorList.s,Scene_CommandTransiActorList,0x8012FE5C,0x18
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asm/non_matchings/code/z_scene/Scene_CommandTransitionActorList.s,Scene_CommandTransitionActorList,0x8012FE5C,0x18
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asm/non_matchings/code/z_scene/Door_InitContext.s,Door_InitContext,0x8012FEBC,0x4
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asm/non_matchings/code/z_scene/Scene_CommandEnvLightSettings.s,Scene_CommandEnvLightSettings,0x8012FECC,0x11
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asm/non_matchings/code/z_scene/Scene_LoadAreaTextures.s,Scene_LoadAreaTextures,0x8012FF10,0x1F
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