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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
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67 changed files with 3455 additions and 2134 deletions
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@ -1250,7 +1250,7 @@ s32 Object_IsLoaded(ObjectContext* objectCtx, s32 bankIndex);
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void func_800981B8(ObjectContext* objectCtx);
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s32 Scene_ExecuteCommands(PlayState* play, SceneCmd* sceneCmd);
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void TransitionActor_InitContext(GameState* state, TransitionActorContext* transiActorCtx);
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void func_800994A0(PlayState* play);
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void Scene_SetTransitionForNextEntrance(PlayState* play);
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void Scene_Draw(PlayState* play);
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void SkelAnime_DrawLod(PlayState* play, void** skeleton, Vec3s* jointTable,
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OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg, s32 dListIndex);
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