[docs] Upstream updates 1 (#1955)

* First round of upstream updates and commenting patternss

* Renames from z64player

* Renames from z64save

* Undo changes to legacy save struct

* Add missing reference from entrance rando

* Fixes from stat tracker

* More tweaks
This commit is contained in:
Garrett Cox
2022-11-29 17:28:57 -06:00
committed by GitHub
parent 8064ad9dfe
commit d7c3522142
69 changed files with 1721 additions and 1040 deletions

View File

@@ -381,8 +381,8 @@ void GameState_Update(GameState* gameState) {
// Inf Magic
if (CVar_GetS32("gInfiniteMagic", 0) != 0) {
if (gSaveContext.magicAcquired && gSaveContext.magic != (gSaveContext.doubleMagic + 1) * 0x30) {
gSaveContext.magic = (gSaveContext.doubleMagic + 1) * 0x30;
if (gSaveContext.isMagicAcquired && gSaveContext.magic != (gSaveContext.isDoubleMagicAcquired + 1) * 0x30) {
gSaveContext.magic = (gSaveContext.isDoubleMagicAcquired + 1) * 0x30;
}
}
@@ -440,7 +440,7 @@ void GameState_Update(GameState* gameState) {
gPlayState->nextEntranceIndex = gSaveContext.entranceIndex;
gPlayState->sceneLoadFlag = 0x14;
gPlayState->fadeTransition = 11;
gSaveContext.nextTransition = 11;
gSaveContext.nextTransitionType = 11;
warped = true;
if (gPlayState->linkAgeOnLoad == 1) {
gPlayState->linkAgeOnLoad = 0;
@@ -451,7 +451,7 @@ void GameState_Update(GameState* gameState) {
}
if (gPlayState) {
if (warped && gPlayState->sceneLoadFlag != 0x0014 && gSaveContext.nextTransition == 255) {
if (warped && gPlayState->sceneLoadFlag != 0x0014 && gSaveContext.nextTransitionType == 255) {
GET_PLAYER(gPlayState)->actor.shape.rot.y = playerYaw;
GET_PLAYER(gPlayState)->actor.world.pos = playerPos;
warped = false;