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hatal175
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Mar 19, 2025
TakaRikka
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Mar 19, 2025
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In this case, we are looking for the player actor to be the one the
collision was with but it can be other actors as well - that's why we need
the comparison check.
…On Wed, Mar 19, 2025, 21:58 Ttobas ***@***.***> wrote:
***@***.**** commented on this pull request.
------------------------------
In src/d/actor/d_a_obj_zdoor.cpp
<#2334 (comment)>:
> /* 80D3F570-80D3F65C 0001B0 00EC+00 1/1 0/0 0/0 .text
* doorTgHitCallBack__FP10fopAc_ac_cP12dCcD_GObjInfP10fopAc_ac_cP12dCcD_GObjInf */
-static void doorTgHitCallBack(fopAc_ac_c* i_this, dCcD_GObjInf* param_1, fopAc_ac_c* param_2,
+static void doorTgHitCallBack(fopAc_ac_c* param_0, dCcD_GObjInf* param_1, fopAc_ac_c* player_fopAc,
I'm pretty sure it's the player actor.
The pointer is being compared to dComIfGp_getLinkPlayer() to make sure the
hit object is the player actor.
I assume this is done to check from which side of the door the player is
standing, which then sets correct direction of the speed when the door will
be opened.
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hatal175
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Mar 20, 2025
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* Fully matching * Fix PR comments * Fix PR comments (rename parameter in callback functions) --------- Co-authored-by: Ttobas <anon@ym.ous>
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resolves #1000
As it is my first decomp, I'd appreciate if you point out even minor details.