Entrance Docs (#3332)

* transition variables renamed

* transition circle

* transition wipe

* sand storm

* remaining sceneloadflag rename

* transition trigger macros

* transition mode enum

* transition type enum

* tc set params

* creg debug transitions

* introduce entrance table + return entrance indices + entrance info macros

* randomizer entrance pass through

* cleanup some missing scene enums

* randomizer entrance tracker pass through

* randomizer grotto pass through

* gSaveContext.entranceIndex

* misc lists

* z_select pass through

* respawn entrance index

* nextEntranceIndex

* add missing include
This commit is contained in:
inspectredc
2023-11-19 19:29:56 +00:00
committed by GitHub
parent 8dbf738128
commit 80ef399c52
67 changed files with 3455 additions and 2134 deletions

View File

@@ -6137,7 +6137,7 @@ s32 func_80038154(PlayState* play, Actor* actor, Vec3s* arg2, Vec3s* arg3, f32 a
actor->focus.pos = actor->world.pos;
actor->focus.pos.y += arg4;
if (!(((play->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == 0x00EE))) {
if (!(((play->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0))) {
var = actor->yawTowardsPlayer - actor->shape.rot.y;
abs_var = ABS(var);
if (abs_var >= 0x4300) {
@@ -6146,7 +6146,7 @@ s32 func_80038154(PlayState* play, Actor* actor, Vec3s* arg2, Vec3s* arg3, f32 a
}
}
if (((play->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == 0x00EE)) {
if (((play->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0)) {
sp2C = play->view.eye;
} else {
sp2C = player->actor.focus.pos;
@@ -6166,7 +6166,7 @@ s32 func_80038290(PlayState* play, Actor* actor, Vec3s* arg2, Vec3s* arg3, Vec3f
actor->focus.pos = arg4;
if (!(((play->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == 0x00EE))) {
if (!(((play->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0))) {
var = actor->yawTowardsPlayer - actor->shape.rot.y;
abs_var = ABS(var);
if (abs_var >= 0x4300) {
@@ -6175,7 +6175,7 @@ s32 func_80038290(PlayState* play, Actor* actor, Vec3s* arg2, Vec3s* arg3, Vec3f
}
}
if (((play->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == 0x00EE)) {
if (((play->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0)) {
sp24 = play->view.eye;
} else {
sp24 = player->actor.focus.pos;