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idle -> PAUSE_STATE_MAIN
and substates -> PAUSE_MAIN_STATE_
, mainSubState
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parent
4330108a1b
commit
23d2ce1eb7
9 changed files with 153 additions and 140 deletions
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@ -2762,7 +2762,7 @@ void Interface_DrawItemButtons(PlayState* play) {
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if ((pauseCtx->state < PAUSE_STATE_8)
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/* PAUSE_STATE_OFF, PAUSE_STATE_WAIT_LETTERBOX, PAUSE_STATE_WAIT_BG_PRERENDER, PAUSE_STATE_INIT,
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PAUSE_STATE_OPENING_1, PAUSE_STATE_OPENING_2, PAUSE_STATE_IDLE, PAUSE_STATE_7_SAVE_PROMPT_ */
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PAUSE_STATE_OPENING_1, PAUSE_STATE_OPENING_2, PAUSE_STATE_MAIN, PAUSE_STATE_7_SAVE_PROMPT_ */
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|| (pauseCtx->state >= PAUSE_STATE_CLOSING)
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/* PAUSE_STATE_CLOSING, PAUSE_STATE_UNPAUSE */
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) {
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@ -3321,7 +3321,7 @@ void Interface_Draw(PlayState* play) {
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func_8008A994(interfaceCtx);
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if ((pauseCtx->state == PAUSE_STATE_IDLE) && (pauseCtx->unk_1E4_ps6_ == PAUSE_S6_3)) {
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if ((pauseCtx->state == PAUSE_STATE_MAIN) && (pauseCtx->mainSubState == PAUSE_MAIN_STATE_3)) {
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// Inventory Equip Effects
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gSPSegment(OVERLAY_DISP++, 0x08, pauseCtx->iconItemSegment);
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Gfx_SetupDL_42Overlay(play->state.gfxCtx);
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