diff --git a/src/code/z_play.c b/src/code/z_play.c index 95898fd1c0..bf1e3da93a 100644 --- a/src/code/z_play.c +++ b/src/code/z_play.c @@ -551,13 +551,13 @@ void Play_UpdateTransition(PlayState* this) { if ((!(Entrance_GetTransitionFlags(this->nextEntrance + sceneLayer) & 0x8000) || ((this->nextEntrance == ENTRANCE(PATH_TO_MOUNTAIN_VILLAGE, 1)) && - !(gSaveContext.save.weekEventReg[0x21] & 0x80)) || + !(gSaveContext.save.weekEventReg[33] & 0x80)) || ((this->nextEntrance == ENTRANCE(ROAD_TO_SOUTHERN_SWAMP, 1)) && - !(gSaveContext.save.weekEventReg[0x14] & 2)) || + !(gSaveContext.save.weekEventReg[20] & 2)) || ((this->nextEntrance == ENTRANCE(TERMINA_FIELD, 2)) && - !(gSaveContext.save.weekEventReg[0x37] & 0x80)) || + !(gSaveContext.save.weekEventReg[55] & 0x80)) || ((this->nextEntrance == ENTRANCE(ROAD_TO_IKANA, 1)) && - !(gSaveContext.save.weekEventReg[0x34] & 0x20))) && + !(gSaveContext.save.weekEventReg[52] & 0x20))) && (!func_800FE590(this) || (Entrance_GetSceneId(this->nextEntrance + sceneLayer) < 0) || (Audio_GetActiveSequence(SEQ_PLAYER_BGM_MAIN) != NA_BGM_FINAL_HOURS))) { func_801A4058(20); @@ -684,7 +684,7 @@ void Play_UpdateTransition(PlayState* this) { if (gSaveContext.minigameState == 1) { gSaveContext.minigameState = 3; } - } else { + } else { // 1 and 3 STOP_GAMESTATE(&this->state); SET_NEXT_GAMESTATE(&this->state, FileSelect_Init, sizeof(FileSelectState)); } @@ -877,9 +877,9 @@ void Play_UpdateTransition(PlayState* this) { #ifdef NON_MATCHING void Play_Update(PlayState* this) { PlayState* this2 = this; - u8 pad60; + u8 sp60; s32 sp5C = 0; - Input* pad58 = this->state.input; + Input* sp58 = this->state.input; gSegments[4] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.mainKeepIndex].segment); gSegments[5] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.subKeepIndex].segment); @@ -893,7 +893,7 @@ void Play_Update(PlayState* this) { } Actor_SetMovementScale(this->state.framerateDivisor); - if (FrameAdvance_Update(&this->frameAdvCtx, &pad58[1])) { + if (FrameAdvance_Update(&this->frameAdvCtx, &sp58[1])) { if ((this->transitionMode == TRANS_MODE_OFF) && (this->transitionTrigger != TRANS_TRIGGER_OFF)) { this->transitionMode = TRANS_MODE_SETUP; } @@ -934,8 +934,8 @@ void Play_Update(PlayState* this) { this->gameplayFrames++; Rumble_SetUpdateEnabled(true); if ((this->actorCtx.freezeFlashTimer != 0) && (this->actorCtx.freezeFlashTimer-- < 5)) { - pad60 = this->actorCtx.freezeFlashTimer; - if ((pad60 > 0) && ((pad60 % 2) != 0)) { + sp60 = this->actorCtx.freezeFlashTimer; + if ((sp60 > 0) && ((sp60 % 2) != 0)) { this->envCtx.fillScreen = true; this->envCtx.screenFillColor[0] = this->envCtx.screenFillColor[1] = this->envCtx.screenFillColor[2] = 150; @@ -962,8 +962,8 @@ void Play_Update(PlayState* this) { Rumble_SetUpdateEnabled(false); } - Room_nop8012D510(this, &this->roomCtx.curRoom, &pad58[1], 0); - Room_nop8012D510(this, &this->roomCtx.prevRoom, &pad58[1], 1); + Room_nop8012D510(this, &this->roomCtx.curRoom, &sp58[1], 0); + Room_nop8012D510(this, &this->roomCtx.prevRoom, &sp58[1], 1); SkyboxDraw_Update(&this->skyboxCtx); if ((this->pauseCtx.state != 0) || (this->pauseCtx.debugEditor != DEBUG_EDITOR_NONE)) { @@ -1150,18 +1150,15 @@ void Play_Draw(PlayState* this) { SkinMatrix_MtxFMtxFMult(&this->viewProjectionMtxF, &this->billboardMtxF, &this->viewProjectionMtxF); - this->billboardMtxF.mf[3][2] = - (this->billboardMtxF.mf[3][1] = - (this->billboardMtxF.mf[3][0] = - (this->billboardMtxF.mf[2][3] = - (this->billboardMtxF.mf[1][3] = (this->billboardMtxF.mf[0][3] = 0.0f))))); + this->billboardMtxF.mf[3][2] = this->billboardMtxF.mf[3][1] = this->billboardMtxF.mf[3][0] = + this->billboardMtxF.mf[2][3] = this->billboardMtxF.mf[1][3] = this->billboardMtxF.mf[0][3] = 0.0f; Matrix_Transpose(&this->billboardMtxF); this->billboardMtx = GRAPH_ALLOC(this->state.gfxCtx, 0x80); Matrix_MtxFToMtx(&this->billboardMtxF, this->billboardMtx); - Matrix_RotateYF(((s16)(Camera_GetCamDirYaw(GET_ACTIVE_CAM(this)) + 0x8000)) * 0.0000958738f, MTXMODE_NEW); + Matrix_RotateYF(BINANG_TO_RAD((s16)(Camera_GetCamDirYaw(GET_ACTIVE_CAM(this)) + 0x8000)), MTXMODE_NEW); Matrix_ToMtx(this->billboardMtx + 1); gSPSegment(POLY_OPA_DISP++, 0x01, this->billboardMtx); @@ -1531,15 +1528,15 @@ void Play_InitScene(PlayState* this, s32 spawn) { void Play_SpawnScene(PlayState* this, s32 sceneId, s32 spawn) { s32 pad; - SceneTableEntry* sp1C = &gSceneTable[sceneId]; + SceneTableEntry* scene = &gSceneTable[sceneId]; - sp1C->unk_D = 0; - this->loadedScene = sp1C; + scene->unk_D = 0; + this->loadedScene = scene; this->sceneId = sceneId; - this->sceneConfig = sp1C->drawConfig; - this->sceneSegment = Play_LoadFile(this, &sp1C->segment); - sp1C->unk_D = 0; - gSegments[0x02] = VIRTUAL_TO_PHYSICAL(this->sceneSegment); + this->sceneConfig = scene->drawConfig; + this->sceneSegment = Play_LoadFile(this, &scene->segment); + scene->unk_D = 0; + gSegments[2] = VIRTUAL_TO_PHYSICAL(this->sceneSegment); Play_InitScene(this, spawn); Room_AllocateAndLoad(this, &this->roomCtx); } @@ -2079,6 +2076,7 @@ void Play_Init(GameState* thisx) { gSaveContext.nextCutsceneIndex = 0xFFF0; } + // Not "First cycle" Termina Field if (INV_CONTENT(ITEM_OCARINA) != ITEM_OCARINA) { if ((scene == ENTR_SCENE_TERMINA_FIELD) && (((void)0, gSaveContext.save.entrance) != ENTRANCE(TERMINA_FIELD, 10))) { @@ -2246,9 +2244,7 @@ void Play_Init(GameState* thisx) { ZeldaArena_Init(((zAlloc + 8) & ~0xF), (zAllocSize - ((zAlloc + 8) & ~0xF)) + zAlloc); Actor_InitContext(this, &this->actorCtx, this->linkActorEntry); - while (!Room_HandleLoadCallbacks(this, &this->roomCtx)) { - // Empty - } + while (!Room_HandleLoadCallbacks(this, &this->roomCtx)) {} if ((CURRENT_DAY != 0) && ((this->roomCtx.curRoom.unk3 == 1) || (this->roomCtx.curRoom.unk3 == 5))) { Actor_Spawn(&this->actorCtx, this, ACTOR_EN_TEST4, 0.0f, 0.0f, 0.0f, 0, 0, 0, 0);