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idle -> PAUSE_STATE_MAIN and substates -> PAUSE_MAIN_STATE_, mainSubState

This commit is contained in:
Dragorn421 2022-08-29 12:31:04 +02:00
parent 4330108a1b
commit 23d2ce1eb7
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GPG key ID: 32B53D2D16FC4118
9 changed files with 153 additions and 140 deletions

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@ -2762,7 +2762,7 @@ void Interface_DrawItemButtons(PlayState* play) {
if ((pauseCtx->state < PAUSE_STATE_8)
/* PAUSE_STATE_OFF, PAUSE_STATE_WAIT_LETTERBOX, PAUSE_STATE_WAIT_BG_PRERENDER, PAUSE_STATE_INIT,
PAUSE_STATE_OPENING_1, PAUSE_STATE_OPENING_2, PAUSE_STATE_IDLE, PAUSE_STATE_7_SAVE_PROMPT_ */
PAUSE_STATE_OPENING_1, PAUSE_STATE_OPENING_2, PAUSE_STATE_MAIN, PAUSE_STATE_7_SAVE_PROMPT_ */
|| (pauseCtx->state >= PAUSE_STATE_CLOSING)
/* PAUSE_STATE_CLOSING, PAUSE_STATE_UNPAUSE */
) {
@ -3321,7 +3321,7 @@ void Interface_Draw(PlayState* play) {
func_8008A994(interfaceCtx);
if ((pauseCtx->state == PAUSE_STATE_IDLE) && (pauseCtx->unk_1E4_ps6_ == PAUSE_S6_3)) {
if ((pauseCtx->state == PAUSE_STATE_MAIN) && (pauseCtx->mainSubState == PAUSE_MAIN_STATE_3)) {
// Inventory Equip Effects
gSPSegment(OVERLAY_DISP++, 0x08, pauseCtx->iconItemSegment);
Gfx_SetupDL_42Overlay(play->state.gfxCtx);