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libultra cleanup (#215)
* cleanup libultra * fixes - use quotes instead of <> for includes - add macros for zelda specific thread priorities - fix Makefile - properly format the remaining pfs structs * fix button macros + add CHECK_BTN_ANY/CHECK_BTN_ALL * remove ULTRA_ABS * fix includes * update z_player.c/z_lib.c + run format.sh * merge upstream/master * fix include in En_Goroiwa * fix includes
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890 changed files with 2628 additions and 5625 deletions
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@ -1,4 +1,4 @@
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#include <global.h>
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#include "global.h"
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#include "vt.h"
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typedef struct {
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@ -77,17 +77,17 @@ void func_800C4344(GameState* gameState) {
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if (HREG(80) == 0xC) {
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selectedInput = &gameState->input[HREG(81) < 4U ? HREG(81) : 0];
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hReg82 = HREG(82);
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HREG(83) = selectedInput->cur.in.button;
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HREG(84) = selectedInput->press.in.button;
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HREG(85) = selectedInput->rel.in.x;
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HREG(86) = selectedInput->rel.in.y;
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HREG(87) = selectedInput->rel.in.x;
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HREG(88) = selectedInput->rel.in.y;
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HREG(89) = selectedInput->cur.in.x;
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HREG(90) = selectedInput->cur.in.y;
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HREG(93) = (selectedInput->cur.in.button == hReg82);
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HREG(94) = CHECK_PAD(selectedInput->cur, hReg82);
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HREG(95) = CHECK_PAD(selectedInput->press, hReg82);
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HREG(83) = selectedInput->cur.button;
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HREG(84) = selectedInput->press.button;
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HREG(85) = selectedInput->rel.stick_x;
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HREG(86) = selectedInput->rel.stick_y;
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HREG(87) = selectedInput->rel.stick_x;
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HREG(88) = selectedInput->rel.stick_y;
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HREG(89) = selectedInput->cur.stick_x;
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HREG(90) = selectedInput->cur.stick_y;
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HREG(93) = (selectedInput->cur.button == hReg82);
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HREG(94) = CHECK_BTN_ALL(selectedInput->cur.button, hReg82);
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HREG(95) = CHECK_BTN_ALL(selectedInput->press.button, hReg82);
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}
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if (D_8012DBC0 != 0) {
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@ -158,7 +158,7 @@ void GameState_Draw(GameState* gameState, GraphicsContext* gfxCtx) {
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GameState_SetFBFilter(&newDList);
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}
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sLastButtonPressed = gameState->input[0].press.in.button | gameState->input[0].cur.in.button;
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sLastButtonPressed = gameState->input[0].press.button | gameState->input[0].cur.button;
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if (R_DISABLE_INPUT_DISPLAY == 0) {
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GameState_DrawInputDisplay(sLastButtonPressed, &newDList);
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}
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