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Fixed graveyard spawning from actors bug.

This commit is contained in:
DaMarkov 2022-03-05 20:43:35 +01:00
parent c9e9a044bc
commit beb88e1404
2 changed files with 11 additions and 1 deletions

View File

@ -1,4 +1,5 @@
#define INTERNAL_SRC_CODE_Z_ACTOR_C
#include <algorithm>
#include "global.h"
#include "vt.h"
#include "z64global.h"
@ -2056,7 +2057,17 @@ void Actor_UpdateAll(GlobalContext* globalCtx, ActorContext* actorCtx) {
unkFlag = 0;
if (globalCtx->numSetupActors != 0) {
#ifdef N64_VERSION
actorEntry = &globalCtx->setupActorList[0];
#else
u8 maxActors = ACTOR_NUMBER_MAX;
if (globalCtx->numSetupActors == 57)//Graveyard adult scene
maxActors = 48;
const u8 firstActorToLoad = std::max(globalCtx->numSetupActors, maxActors) - maxActors;
actorEntry = &globalCtx->setupActorList[firstActorToLoad];
globalCtx->numSetupActors = std::min(globalCtx->numSetupActors, maxActors);
#endif
for (i = 0; i < globalCtx->numSetupActors; i++) {
Actor_SpawnEntry(&globalCtx->actorCtx, actorEntry++, globalCtx);
}

View File

@ -172,7 +172,6 @@ void EnFirefly_Init(Actor* thisx, GlobalContext* globalCtx) {
if ((pthis->actor.params & 0x8000) != 0) {
pthis->actor.flags |= ACTOR_FLAG_7;
if (1) {}
pthis->actor.draw = EnFirefly_DrawInvisible;
pthis->actor.params &= 0x7FFF;
}