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Document Transition System (#1131)

* transition type enum

* mode enum, start documenting some types

* some more

* use enums for entrance table

* entrance table filled out

* sceneLoadFlag -> transitionTrigger

* sandstorm state/mode/type

* done i think

* fixes

* clean up circle weirdness

* circle use enum + fix texture names

* fix

* how did that even happen lol

* jesus

* review2

* some more review

* most review, still some more to do

* new transition trigger names

* some of review

* next type default
This commit is contained in:
fig02 2022-04-27 16:00:25 -04:00 committed by GitHub
parent fed9ac3e20
commit 16790bc253
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46 changed files with 2477 additions and 1382 deletions

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@ -3390,7 +3390,7 @@ void KaleidoScope_Update(GlobalContext* globalCtx) {
if (pauseCtx->promptChoice == 0) {
Gameplay_TriggerRespawn(globalCtx);
gSaveContext.respawnFlag = -2;
gSaveContext.nextTransition = 2;
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_BLACK;
gSaveContext.health = 0x30;
Audio_QueueSeqCmd(0xF << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0xA);
gSaveContext.healthAccumulator = 0;
@ -3406,7 +3406,7 @@ void KaleidoScope_Update(GlobalContext* globalCtx) {
osSyncPrintf("Z_MAGIC_NOW_NOW=%d\n", gSaveContext.unk_13F6);
osSyncPrintf(VT_RST);
} else {
globalCtx->state.running = 0;
globalCtx->state.running = false;
SET_NEXT_GAMESTATE(&globalCtx->state, Opening_Init, OpeningContext);
}
}