mirror of
https://github.com/zeldaret/oot.git
synced 2024-11-28 19:25:27 +00:00
Fix misc 17 (#1392)
* Some cleanup on bgcheck waterbox y funcs
* Fix some typo/spelling
* EnFz_ApplyDamage match fixup
* Turn another sus construction into a switch
* Fixup comment on restoring MS as adult
* "doesnt, isnt" -> "doesn't, isn't"
* Hunt down whitespace at end of lines
* Format (clang-format does not like figs bug comment on bongo cutscene unskip sadge)
* Viewport z scale/translation: `0x1FF` -> `G_MAXZ/2` (see proman "9.7 Mixing CPU and SP Addresses", "12.7.6 Depth Source")
* static symbols: g -> s prefix
* Link young/old -> child/adult
* Fixups
* Get rid of signed vs unsigned comparison warning by changing room temps to s32
* waterbox search funcs consistency
* Revert "waterbox search funcs consistency"
This reverts commit 8f386e038f
.
* `curWaterBox` -> `waterBox`
This commit is contained in:
parent
c3dc299448
commit
22b78f169f
27 changed files with 118 additions and 114 deletions
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@ -102,7 +102,7 @@ typedef enum {
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/* 0x3A */ CAM_SET_NORMAL2,
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/* 0x3B */ CAM_SET_FISHING, // Fishing pond by the lake
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/* 0x3C */ CAM_SET_CS_C, // Various cutscenes "DEMOC"
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/* 0x3D */ CAM_SET_JABU_TENTACLE, // Jabu-Jabu Parasitic Tenticle Rooms "UO_FIBER"
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/* 0x3D */ CAM_SET_JABU_TENTACLE, // Jabu-Jabu Parasitic Tentacle Rooms "UO_FIBER"
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/* 0x3E */ CAM_SET_DUNGEON2,
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/* 0x3F */ CAM_SET_DIRECTED_YAW, // Does not auto-update yaw, tends to keep the camera pointed at a certain yaw (used by biggoron and final spirit lowering platform) "TEPPEN"
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/* 0x40 */ CAM_SET_PIVOT_FROM_SIDE, // Fixed side view, allows rotation of camera (eg. Potion Shop, Meadow at fairy grotto) "CIRCLE7"
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@ -4239,22 +4239,21 @@ s32 WaterBox_GetSurface1(PlayState* play, CollisionContext* colCtx, f32 x, f32 z
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s32 WaterBox_GetSurfaceImpl(PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface,
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WaterBox** outWaterBox) {
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CollisionHeader* colHeader = colCtx->colHeader;
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u32 room;
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WaterBox* curWaterBox;
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s32 room;
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WaterBox* waterBox;
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if (colHeader->numWaterBoxes == 0 || colHeader->waterBoxes == SEGMENTED_TO_VIRTUAL(NULL)) {
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return false;
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}
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for (curWaterBox = colHeader->waterBoxes; curWaterBox < colHeader->waterBoxes + colHeader->numWaterBoxes;
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curWaterBox++) {
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room = WATERBOX_ROOM(curWaterBox->properties);
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if (room == (u32)play->roomCtx.curRoom.num || room == WATERBOX_ROOM_ALL) {
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if (!(curWaterBox->properties & WATERBOX_FLAG_19)) {
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if (curWaterBox->xMin < x && x < curWaterBox->xMin + curWaterBox->xLength) {
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if (curWaterBox->zMin < z && z < curWaterBox->zMin + curWaterBox->zLength) {
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*outWaterBox = curWaterBox;
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*ySurface = curWaterBox->ySurface;
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for (waterBox = colHeader->waterBoxes; waterBox < colHeader->waterBoxes + colHeader->numWaterBoxes; waterBox++) {
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room = WATERBOX_ROOM(waterBox->properties);
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if (room == play->roomCtx.curRoom.num || room == WATERBOX_ROOM_ALL) {
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if (!(waterBox->properties & WATERBOX_FLAG_19)) {
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if (waterBox->xMin < x && x < waterBox->xMin + waterBox->xLength) {
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if (waterBox->zMin < z && z < waterBox->zMin + waterBox->zLength) {
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*outWaterBox = waterBox;
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*ySurface = waterBox->ySurface;
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return true;
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}
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}
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@ -4287,21 +4286,18 @@ s32 WaterBox_GetSurface2(PlayState* play, CollisionContext* colCtx, Vec3f* pos,
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waterBox = &colHeader->waterBoxes[i];
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room = WATERBOX_ROOM(waterBox->properties);
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if (!(room == play->roomCtx.curRoom.num || room == WATERBOX_ROOM_ALL)) {
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continue;
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}
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if (waterBox->properties & WATERBOX_FLAG_19) {
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continue;
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}
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if (!(waterBox->xMin < pos->x && pos->x < waterBox->xMin + waterBox->xLength)) {
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continue;
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}
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if (!(waterBox->zMin < pos->z && pos->z < waterBox->zMin + waterBox->zLength)) {
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continue;
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}
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if (pos->y - surfaceChkDist < waterBox->ySurface && waterBox->ySurface < pos->y + surfaceChkDist) {
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*outWaterBox = waterBox;
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return i;
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if (room == play->roomCtx.curRoom.num || room == WATERBOX_ROOM_ALL) {
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if (!(waterBox->properties & WATERBOX_FLAG_19)) {
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if (waterBox->xMin < pos->x && pos->x < waterBox->xMin + waterBox->xLength) {
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if (waterBox->zMin < pos->z && pos->z < waterBox->zMin + waterBox->zLength) {
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if (pos->y - surfaceChkDist < waterBox->ySurface &&
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waterBox->ySurface < pos->y + surfaceChkDist) {
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*outWaterBox = waterBox;
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return i;
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}
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}
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}
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}
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}
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}
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@ -4349,22 +4345,21 @@ u32 WaterBox_GetLightIndex(CollisionContext* colCtx, WaterBox* waterBox) {
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*/
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s32 func_800425B0(PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, WaterBox** outWaterBox) {
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CollisionHeader* colHeader = colCtx->colHeader;
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u32 room;
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WaterBox* curWaterBox;
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s32 room;
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WaterBox* waterBox;
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if (colHeader->numWaterBoxes == 0 || colHeader->waterBoxes == SEGMENTED_TO_VIRTUAL(NULL)) {
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return false;
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}
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for (curWaterBox = colHeader->waterBoxes; curWaterBox < colHeader->waterBoxes + colHeader->numWaterBoxes;
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curWaterBox++) {
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room = WATERBOX_ROOM(curWaterBox->properties);
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if ((room == (u32)play->roomCtx.curRoom.num) || (room == WATERBOX_ROOM_ALL)) {
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if (curWaterBox->properties & WATERBOX_FLAG_19) {
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if (curWaterBox->xMin < x && x < (curWaterBox->xMin + curWaterBox->xLength)) {
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if (curWaterBox->zMin < z && z < (curWaterBox->zMin + curWaterBox->zLength)) {
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*outWaterBox = curWaterBox;
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*ySurface = curWaterBox->ySurface;
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for (waterBox = colHeader->waterBoxes; waterBox < colHeader->waterBoxes + colHeader->numWaterBoxes; waterBox++) {
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room = WATERBOX_ROOM(waterBox->properties);
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if ((room == play->roomCtx.curRoom.num) || (room == WATERBOX_ROOM_ALL)) {
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if (waterBox->properties & WATERBOX_FLAG_19) {
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if (waterBox->xMin < x && x < (waterBox->xMin + waterBox->xLength)) {
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if (waterBox->zMin < z && z < (waterBox->zMin + waterBox->zLength)) {
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*outWaterBox = waterBox;
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*ySurface = waterBox->ySurface;
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return true;
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}
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}
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@ -147,7 +147,7 @@ void Lights_BindDirectional(Lights* lights, LightParams* params, Vec3f* vec) {
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* a light to it. Then apply color and positional/directional info for each light
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* based on the parameters supplied by the node.
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*
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* Note: Lights in a given list can only be binded to however many free slots are
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* Note: Lights in a given list can only be bound to however many free slots are
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* available in the Lights group. This is at most 7 slots for a new group, but could be less.
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*/
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void Lights_BindAll(Lights* lights, LightNode* listHead, Vec3f* vec) {
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@ -217,7 +217,7 @@ void LightContext_SetFog(LightContext* lightCtx, u8 r, u8 g, u8 b, s16 fogNear,
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}
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/**
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* Allocate a new Lights group and initilize the ambient color with that provided by LightContext
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* Allocate a new Lights group and initialize the ambient color with that provided by LightContext
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*/
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Lights* LightContext_NewLights(LightContext* lightCtx, GraphicsContext* gfxCtx) {
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return Lights_New(gfxCtx, lightCtx->ambientColor[0], lightCtx->ambientColor[1], lightCtx->ambientColor[2]);
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@ -312,7 +312,7 @@ static s16 sDungeonEntrances[] = {
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* - If health is less than 3 hearts, give 3 hearts
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* - If either scarecrow song is set, copy them from save context to the proper location
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* - Handle a case where the player saved and quit after zelda cutscene but didnt get the song
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* - Give and equip master sword if player is adult and doesnt have kokiri sword (bug?)
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* - Give and equip master sword if player is adult and doesn't have master sword
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* - Revert any trade items that spoil
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*/
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void Sram_OpenSave(SramContext* sramCtx) {
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@ -12,11 +12,11 @@ void View_ViewportToVp(Vp* dest, Viewport* src) {
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dest->vp.vscale[0] = width * 2;
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dest->vp.vscale[1] = height * 2;
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dest->vp.vscale[2] = 0x01FF;
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dest->vp.vscale[2] = G_MAXZ / 2;
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dest->vp.vscale[3] = 0;
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dest->vp.vtrans[0] = ((src->leftX * 2) + width) * 2;
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dest->vp.vtrans[1] = ((src->topY * 2) + height) * 2;
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dest->vp.vtrans[2] = 0x01FF;
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dest->vp.vtrans[2] = G_MAXZ / 2;
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dest->vp.vtrans[3] = 0;
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}
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@ -33,6 +33,7 @@ void guPerspectiveF(f32 mf[4][4], u16* perspNorm, f32 fovy, f32 aspect, f32 near
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}
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}
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}
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void guPerspective(Mtx* m, u16* perspNorm, f32 fovy, f32 aspect, f32 near, f32 far, f32 scale) {
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f32 mf[4][4];
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@ -114,10 +114,10 @@ static ColliderQuadInit sQuadInit = {
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typedef enum {
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/* 00 */ AM_DMGEFF_NONE, // used by anything that cant kill the armos
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/* 01 */ AM_DMGEFF_NUT,
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/* 06 */ AM_DMGEFF_STUN = 6, // doesnt include deku nuts
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/* 06 */ AM_DMGEFF_STUN = 6, // doesn't include deku nuts
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/* 13 */ AM_DMGEFF_ICE = 13,
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/* 14 */ AM_DMGEFF_MAGIC_FIRE_LIGHT,
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/* 15 */ AM_DMGEFF_KILL // any damage source that can kill the armos (and isnt a special case)
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/* 15 */ AM_DMGEFF_KILL // any damage source that can kill the armos (and isn't a special case)
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} ArmosDamageEffect;
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static DamageTable sDamageTable = {
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DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
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Collider_DestroyCylinder(play, &this->hurtCollider);
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Collider_DestroyCylinder(play, &this->blockCollider);
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//! @bug Quad collider is not destroyed (though destroy doesnt really do anything anyway)
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//! @bug Quad collider is not destroyed (though destroy doesn't really do anything anyway)
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}
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void EnAm_SpawnEffects(EnAm* this, PlayState* play) {
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@ -272,7 +272,7 @@ void EnBom_Update(Actor* thisx, PlayState* play2) {
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thisx->shape.rot.z = 0;
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} else {
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// if a lit stick touches the bomb, set timer to 100
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// these bombs never have a timer over 70, so this isnt used
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// these bombs never have a timer over 70, so this isn't used
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if ((this->timer > 100) && Player_IsBurningStickInRange(play, &thisx->world.pos, 30.0f, 50.0f)) {
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this->timer = 100;
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}
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@ -341,11 +341,11 @@ void EnFz_ApplyDamage(EnFz* this, PlayState* play) {
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this->collider1.base.acFlags &= ~AC_HIT;
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} else if (this->collider1.base.acFlags & AC_HIT) {
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this->collider1.base.acFlags &= ~AC_HIT;
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if (this->actor.colChkInfo.damageEffect != 2) {
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if (this->actor.colChkInfo.damageEffect == 0xF) {
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switch (this->actor.colChkInfo.damageEffect) {
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case 0xF:
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Actor_ApplyDamage(&this->actor);
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Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0x2000, 8);
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if (this->actor.colChkInfo.health) {
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if (this->actor.colChkInfo.health != 0) {
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FREEZAD_DAMAGE);
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vec.x = this->actor.world.pos.x;
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vec.y = this->actor.world.pos.y;
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EnFz_Damaged(this, play, &vec, 30, 10.0f);
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EnFz_SetupDespawn(this, play);
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}
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}
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} else {
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Actor_ApplyDamage(&this->actor);
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Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0x2000, 8);
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if (this->actor.colChkInfo.health == 0) {
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FREEZAD_DEAD);
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EnFz_SetupMelt(this);
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} else {
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FREEZAD_DAMAGE);
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}
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break;
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case 2:
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Actor_ApplyDamage(&this->actor);
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Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0x2000, 8);
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if (this->actor.colChkInfo.health == 0) {
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FREEZAD_DEAD);
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EnFz_SetupMelt(this);
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} else {
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Audio_PlayActorSfx2(&this->actor, NA_SE_EN_FREEZAD_DAMAGE);
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}
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break;
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default:
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break;
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}
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}
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}
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@ -451,7 +451,7 @@ void EnHeishi1_Update(Actor* thisx, PlayState* play) {
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// sidehops onto the next screen and prevent getting caught.
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if (!(player->actor.velocity.y > -3.9f)) {
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this->linkDetected = false;
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// this 60 unit height check is so the player doesnt get caught when on the upper path
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// this 60 unit height check is so the player doesn't get caught when on the upper path
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if (fabsf(player->actor.world.pos.y - this->actor.world.pos.y) < 60.0f) {
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func_80078884(NA_SE_SY_FOUND);
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// "Discovered!"
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@ -3598,7 +3598,7 @@ void EnHorse_Update(Actor* thisx, PlayState* play2) {
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this->cyl1.base.atFlags &= ~AT_ON;
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}
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if (gSaveContext.entranceIndex != 343 || gSaveContext.sceneLayer != 9) {
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if (gSaveContext.entranceIndex != ENTR_SPOT20_0 || gSaveContext.sceneLayer != 9) {
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if (this->dustFlags & 1) {
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this->dustFlags &= ~1;
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func_800287AC(play, &this->frontRightHoof, &dustVel, &dustAcc, EnHorse_RandInt(100) + 200,
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@ -579,8 +579,8 @@ s32 EnSkj_CollisionCheck(EnSkj* this, PlayState* play) {
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if (!((this->unk_2D3 == 0) || (D_80B01EA0 != 0) || !(this->collider.base.acFlags & AC_HIT))) {
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this->collider.base.acFlags &= ~AC_HIT;
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if (this->actor.colChkInfo.damageEffect != 0) {
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if (this->actor.colChkInfo.damageEffect == 0xF) {
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switch (this->actor.colChkInfo.damageEffect) {
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case 0xF:
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effectPos.x = this->collider.info.bumper.hitPos.x;
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effectPos.y = this->collider.info.bumper.hitPos.y;
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effectPos.z = this->collider.info.bumper.hitPos.z;
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@ -612,11 +612,14 @@ s32 EnSkj_CollisionCheck(EnSkj* this, PlayState* play) {
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}
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EnSkj_SetupDie(this);
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return 1;
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}
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} else {
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this->backflipFlag = 1;
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EnSkj_Backflip(this);
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return 1;
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case 0:
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this->backflipFlag = 1;
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EnSkj_Backflip(this);
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return 1;
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default:
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break;
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}
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}
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return 0;
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@ -506,7 +506,7 @@ void EnZo_Dialog(EnZo* this, PlayState* play) {
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this->unk_194.unk_18 = player->actor.world.pos;
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if (this->actionFunc == EnZo_Standing) {
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// Look down at link if young, look up if old
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// Look down at link if child, look up if adult
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this->unk_194.unk_14 = !LINK_IS_ADULT ? 10.0f : -10.0f;
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} else {
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this->unk_194.unk_18.y = this->actor.world.pos.y;
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@ -72,9 +72,9 @@ u32 ObjTimeblock_CalculateIsVisible(ObjTimeblock* this) {
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if (this->unk_177 == 1) {
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return this->unk_174 ^ temp;
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} else {
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u8 linkIsYoung = (LINK_AGE_IN_YEARS == YEARS_CHILD) ? true : false;
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u8 linkIsChild = (LINK_AGE_IN_YEARS == YEARS_CHILD) ? true : false;
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return this->unk_174 ^ temp ^ linkIsYoung;
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return this->unk_174 ^ temp ^ linkIsChild;
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}
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}
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} else {
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@ -346,7 +346,7 @@ void FileSelect_RotateToMain(GameState* thisx) {
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}
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}
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static void (*gConfigModeUpdateFuncs[])(GameState*) = {
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static void (*sConfigModeUpdateFuncs[])(GameState*) = {
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FileSelect_StartFadeIn, FileSelect_FinishFadeIn,
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FileSelect_UpdateMainMenu, FileSelect_SetupCopySource,
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FileSelect_SelectCopySource, FileSelect_SetupCopyDest1,
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@ -441,7 +441,7 @@ void FileSelect_PulsateCursor(GameState* thisx) {
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void FileSelect_ConfigModeUpdate(GameState* thisx) {
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FileSelectState* this = (FileSelectState*)thisx;
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gConfigModeUpdateFuncs[this->configMode](&this->state);
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sConfigModeUpdateFuncs[this->configMode](&this->state);
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}
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void FileSelect_SetWindowVtx(GameState* thisx) {
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@ -1514,7 +1514,7 @@ void FileSelect_LoadGame(GameState* thisx) {
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}
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}
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static void (*gSelectModeUpdateFuncs[])(GameState*) = {
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static void (*sSelectModeUpdateFuncs[])(GameState*) = {
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FileSelect_FadeMainToSelect, FileSelect_MoveSelectedFileToTop, FileSelect_FadeInFileInfo, FileSelect_ConfirmFile,
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FileSelect_FadeOutFileInfo, FileSelect_MoveSelectedFileToSlot, FileSelect_FadeOut, FileSelect_LoadGame,
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};
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@ -1522,7 +1522,7 @@ static void (*gSelectModeUpdateFuncs[])(GameState*) = {
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void FileSelect_SelectModeUpdate(GameState* thisx) {
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FileSelectState* this = (FileSelectState*)thisx;
|
||||
|
||||
gSelectModeUpdateFuncs[this->selectMode](&this->state);
|
||||
sSelectModeUpdateFuncs[this->selectMode](&this->state);
|
||||
}
|
||||
|
||||
void FileSelect_SelectModeDraw(GameState* thisx) {
|
||||
|
@ -1577,13 +1577,13 @@ void FileSelect_SelectModeDraw(GameState* thisx) {
|
|||
CLOSE_DISPS(this->state.gfxCtx, "../z_file_choose.c", 2834);
|
||||
}
|
||||
|
||||
static void (*gFileSelectDrawFuncs[])(GameState*) = {
|
||||
static void (*sFileSelectDrawFuncs[])(GameState*) = {
|
||||
FileSelect_InitModeDraw,
|
||||
FileSelect_ConfigModeDraw,
|
||||
FileSelect_SelectModeDraw,
|
||||
};
|
||||
|
||||
static void (*gFileSelectUpdateFuncs[])(GameState*) = {
|
||||
static void (*sFileSelectUpdateFuncs[])(GameState*) = {
|
||||
FileSelect_InitModeUpdate,
|
||||
FileSelect_ConfigModeUpdate,
|
||||
FileSelect_SelectModeUpdate,
|
||||
|
@ -1670,8 +1670,8 @@ void FileSelect_Main(GameState* thisx) {
|
|||
this->emptyFileTextAlpha = 0;
|
||||
|
||||
FileSelect_PulsateCursor(&this->state);
|
||||
gFileSelectUpdateFuncs[this->menuMode](&this->state);
|
||||
gFileSelectDrawFuncs[this->menuMode](&this->state);
|
||||
sFileSelectUpdateFuncs[this->menuMode](&this->state);
|
||||
sFileSelectDrawFuncs[this->menuMode](&this->state);
|
||||
|
||||
// do not draw controls text in the options menu
|
||||
if ((this->configMode <= CM_NAME_ENTRY_TO_MAIN) || (this->configMode >= CM_UNUSED_DELAY)) {
|
||||
|
|
|
@ -734,7 +734,7 @@ typedef struct {
|
|||
/* 0x12 */ u16 height;
|
||||
} OptionsMenuTextureInfo; // size = 0x14
|
||||
|
||||
static OptionsMenuTextureInfo gOptionsMenuHeaders[] = {
|
||||
static OptionsMenuTextureInfo sOptionsMenuHeaders[] = {
|
||||
{
|
||||
{ gFileSelOptionsENGTex, gFileSelOptionsGERTex, gFileSelOptionsENGTex },
|
||||
{ 128, 128, 128 },
|
||||
|
@ -757,7 +757,7 @@ static OptionsMenuTextureInfo gOptionsMenuHeaders[] = {
|
|||
},
|
||||
};
|
||||
|
||||
static OptionsMenuTextureInfo gOptionsMenuSettings[] = {
|
||||
static OptionsMenuTextureInfo sOptionsMenuSettings[] = {
|
||||
{
|
||||
{ gFileSelStereoENGTex, gFileSelStereoENGTex, gFileSelStereoFRATex },
|
||||
{ 48, 48, 48 },
|
||||
|
@ -890,9 +890,9 @@ void FileSelect_DrawOptionsImpl(GameState* thisx) {
|
|||
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 255);
|
||||
|
||||
for (i = 0, vtx = 0; i < 4; i++, vtx += 4) {
|
||||
gDPLoadTextureBlock(POLY_OPA_DISP++, gOptionsMenuHeaders[i].texture[gSaveContext.language], G_IM_FMT_IA,
|
||||
G_IM_SIZ_8b, gOptionsMenuHeaders[i].width[gSaveContext.language],
|
||||
gOptionsMenuHeaders[i].height, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP,
|
||||
gDPLoadTextureBlock(POLY_OPA_DISP++, sOptionsMenuHeaders[i].texture[gSaveContext.language], G_IM_FMT_IA,
|
||||
G_IM_SIZ_8b, sOptionsMenuHeaders[i].width[gSaveContext.language],
|
||||
sOptionsMenuHeaders[i].height, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP,
|
||||
G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
|
||||
gSP1Quadrangle(POLY_OPA_DISP++, vtx, vtx + 2, vtx + 3, vtx + 1, 0);
|
||||
}
|
||||
|
@ -919,9 +919,9 @@ void FileSelect_DrawOptionsImpl(GameState* thisx) {
|
|||
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 255);
|
||||
}
|
||||
|
||||
gDPLoadTextureBlock(POLY_OPA_DISP++, gOptionsMenuSettings[i].texture[gSaveContext.language], G_IM_FMT_IA,
|
||||
G_IM_SIZ_8b, gOptionsMenuSettings[i].width[gSaveContext.language],
|
||||
gOptionsMenuHeaders[i].height, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP,
|
||||
gDPLoadTextureBlock(POLY_OPA_DISP++, sOptionsMenuSettings[i].texture[gSaveContext.language], G_IM_FMT_IA,
|
||||
G_IM_SIZ_8b, sOptionsMenuSettings[i].width[gSaveContext.language],
|
||||
sOptionsMenuHeaders[i].height, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP,
|
||||
G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
|
||||
gSP1Quadrangle(POLY_OPA_DISP++, vtx, vtx + 2, vtx + 3, vtx + 1, 0);
|
||||
}
|
||||
|
@ -943,9 +943,9 @@ void FileSelect_DrawOptionsImpl(GameState* thisx) {
|
|||
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 255);
|
||||
}
|
||||
|
||||
gDPLoadTextureBlock(POLY_OPA_DISP++, gOptionsMenuSettings[i].texture[gSaveContext.language], G_IM_FMT_IA,
|
||||
G_IM_SIZ_8b, gOptionsMenuSettings[i].width[gSaveContext.language],
|
||||
gOptionsMenuHeaders[i].height, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP,
|
||||
gDPLoadTextureBlock(POLY_OPA_DISP++, sOptionsMenuSettings[i].texture[gSaveContext.language], G_IM_FMT_IA,
|
||||
G_IM_SIZ_8b, sOptionsMenuSettings[i].width[gSaveContext.language],
|
||||
sOptionsMenuHeaders[i].height, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP,
|
||||
G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
|
||||
gSP1Quadrangle(POLY_OPA_DISP++, vtx, vtx + 2, vtx + 3, vtx + 1, 0);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue