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Document Timers (#1412)

* Document Timers, First Draft

* some progress

* more timer docs

* cleanup

* small cleanup

* more cleanup

* comments

* more cleanup

* extra comment

* more docs

* brackets

* PR Suggestions

* cleanup, missed some

* more suggestions

* more PR Suggestions

* small change

* environmental
This commit is contained in:
engineer124 2022-11-16 13:41:27 -05:00 committed by GitHub
parent cc2409606e
commit 40639e698d
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GPG key ID: 4AEE18F83AFDEB23
32 changed files with 550 additions and 435 deletions

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@ -49,14 +49,14 @@ void ObjRoomtimer_Init(Actor* thisx, PlayState* play) {
void ObjRoomtimer_Destroy(Actor* thisx, PlayState* play) {
ObjRoomtimer* this = (ObjRoomtimer*)thisx;
if ((this->actor.params != 0x3FF) && (gSaveContext.timer1Value > 0)) {
gSaveContext.timer1State = 10;
if ((this->actor.params != 0x3FF) && (gSaveContext.timerSeconds > 0)) {
gSaveContext.timerState = TIMER_STATE_STOP;
}
}
void func_80B9D054(ObjRoomtimer* this, PlayState* play) {
if (this->actor.params != 0x3FF) {
func_80088B34(this->actor.params);
Interface_SetTimer(this->actor.params);
}
Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_PROP);
@ -66,19 +66,20 @@ void func_80B9D054(ObjRoomtimer* this, PlayState* play) {
void func_80B9D0B0(ObjRoomtimer* this, PlayState* play) {
if (Flags_GetTempClear(play, this->actor.room)) {
if (this->actor.params != 0x3FF) {
gSaveContext.timer1State = 10;
gSaveContext.timerState = TIMER_STATE_STOP;
}
Flags_SetClear(play, this->actor.room);
Flags_SetSwitch(play, this->switchFlag);
func_80078884(NA_SE_SY_CORRECT_CHIME);
Actor_Kill(&this->actor);
} else {
if ((this->actor.params != 0x3FF) && (gSaveContext.timer1Value == 0)) {
Audio_PlaySfxGeneral(NA_SE_OC_ABYSS, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
Play_TriggerVoidOut(play);
Actor_Kill(&this->actor);
}
return;
}
if ((this->actor.params != 0x3FF) && (gSaveContext.timerSeconds == 0)) {
Audio_PlaySfxGeneral(NA_SE_OC_ABYSS, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
Play_TriggerVoidOut(play);
Actor_Kill(&this->actor);
}
}