King dodongo room crash (#613)

* first attempt

* force camera setting to be at least 0 (dirty!)

* -

* reverted something to just include fix
This commit is contained in:
Baoulettes 2022-07-08 04:17:57 +02:00 committed by GitHub
parent 4515fac467
commit c78d2828a7
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@ -216,9 +216,10 @@ void BossDodongo_Init(Actor* thisx, GlobalContext* globalCtx) {
Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &sJntSphInit, this->items);
if (Flags_GetClear(globalCtx, globalCtx->roomCtx.curRoom.num)) { // KD is dead
temp_s1_3 = SEGMENTED_TO_VIRTUAL(gDodongosCavernBossLavaFloorTex);
temp_s2 = SEGMENTED_TO_VIRTUAL(sLavaFloorRockTex);
u16* LavaFloorTex = ResourceMgr_LoadTexByName(gDodongosCavernBossLavaFloorTex);
u16* LavaFloorRockTex = ResourceMgr_LoadTexByName(sLavaFloorRockTex);
temp_s1_3 = SEGMENTED_TO_VIRTUAL(LavaFloorTex);
temp_s2 = SEGMENTED_TO_VIRTUAL(LavaFloorRockTex);
Actor_Kill(&this->actor);
Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_DOOR_WARP1, -890.0f, -1523.76f,
-3304.0f, 0, 0, 0, WARP_DUNGEON_CHILD);