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Name pause states except saving/gameover and related/misc docs
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5fdf0f529f
commit
4330108a1b
20 changed files with 272 additions and 223 deletions
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@ -2099,7 +2099,7 @@ void Interface_SetDoAction(PlayState* play, u16 action) {
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interfaceCtx->unk_1EC = 1;
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interfaceCtx->unk_1F4 = 0.0f;
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Interface_LoadActionLabel(interfaceCtx, action, 1);
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if (pauseCtx->state != PAUSE_STATE_0) {
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if (pauseCtx->state != PAUSE_STATE_OFF) {
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interfaceCtx->unk_1EC = 3;
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}
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}
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@ -2514,7 +2514,7 @@ void Magic_Update(PlayState* play) {
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case MAGIC_STATE_CONSUME_LENS:
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// Slowly consume magic while lens is on
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if ((play->pauseCtx.state == PAUSE_STATE_0) && (play->pauseCtx.debugState == 0) &&
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if ((play->pauseCtx.state == PAUSE_STATE_OFF) && (play->pauseCtx.debugState == 0) &&
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(msgCtx->msgMode == MSGMODE_NONE) && (play->gameOverCtx.state == GAMEOVER_INACTIVE) &&
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(play->transitionTrigger == TRANS_TRIGGER_OFF) && (play->transitionMode == TRANS_MODE_OFF) &&
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!Play_InCsMode(play)) {
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@ -2760,12 +2760,13 @@ void Interface_DrawItemButtons(PlayState* play) {
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(R_ITEM_BTN_X(3) + R_ITEM_BTN_WIDTH(3)) << 2, (R_ITEM_BTN_Y(3) + R_ITEM_BTN_WIDTH(3)) << 2,
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G_TX_RENDERTILE, 0, 0, R_ITEM_BTN_DD(3) << 1, R_ITEM_BTN_DD(3) << 1);
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if ((pauseCtx->state < PAUSE_STATE_8) /* PAUSE_STATE_0, PAUSE_STATE_1, PAUSE_STATE_2, PAUSE_STATE_3,
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PAUSE_STATE_4, PAUSE_STATE_5, PAUSE_STATE_6, PAUSE_STATE_7_SAVE_PROMPT_ */
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(pauseCtx->state >=
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PAUSE_STATE_18_FLIP_PAGES_AND_UNPAUSE) /* PAUSE_STATE_18_FLIP_PAGES_AND_UNPAUSE, PAUSE_STATE_19_UNPAUSE */) {
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if ((play->pauseCtx.state != PAUSE_STATE_0) || (play->pauseCtx.debugState != 0)) {
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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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|| (pauseCtx->state >= PAUSE_STATE_CLOSING)
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/* PAUSE_STATE_CLOSING, PAUSE_STATE_UNPAUSE */
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) {
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if ((play->pauseCtx.state != PAUSE_STATE_OFF) || (play->pauseCtx.debugState != 0)) {
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// Start Button Texture, Color & Label
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gDPPipeSync(OVERLAY_DISP++);
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 120, 120, 120, interfaceCtx->startAlpha);
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@ -2793,7 +2794,7 @@ void Interface_DrawItemButtons(PlayState* play) {
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}
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}
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if (interfaceCtx->naviCalling && (play->pauseCtx.state == PAUSE_STATE_0) && (play->pauseCtx.debugState == 0) &&
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if (interfaceCtx->naviCalling && (play->pauseCtx.state == PAUSE_STATE_OFF) && (play->pauseCtx.debugState == 0) &&
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(play->csCtx.state == CS_STATE_IDLE)) {
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if (!sCUpInvisible) {
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// C-Up Button Texture, Color & Label (Navi Text)
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@ -3320,7 +3321,7 @@ void Interface_Draw(PlayState* play) {
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func_8008A994(interfaceCtx);
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if ((pauseCtx->state == PAUSE_STATE_6) && (pauseCtx->unk_1E4_ps6_ == PAUSE_S6_3)) {
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if ((pauseCtx->state == PAUSE_STATE_IDLE) && (pauseCtx->unk_1E4_ps6_ == PAUSE_S6_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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@ -3371,7 +3372,7 @@ void Interface_Draw(PlayState* play) {
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Gfx_SetupDL_39Overlay(play->state.gfxCtx);
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if ((play->pauseCtx.state == PAUSE_STATE_0) && (play->pauseCtx.debugState == 0)) {
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if ((play->pauseCtx.state == PAUSE_STATE_OFF) && (play->pauseCtx.debugState == 0)) {
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if (gSaveContext.minigameState != 1) {
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// Carrots rendering if the action corresponds to riding a horse
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if (interfaceCtx->unk_1EE == 8) {
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@ -3467,7 +3468,7 @@ void Interface_Draw(PlayState* play) {
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}
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}
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if ((play->pauseCtx.state == PAUSE_STATE_0) && (play->pauseCtx.debugState == 0) &&
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if ((play->pauseCtx.state == PAUSE_STATE_OFF) && (play->pauseCtx.debugState == 0) &&
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(play->gameOverCtx.state == GAMEOVER_INACTIVE) && (msgCtx->msgMode == MSGMODE_NONE) &&
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!(player->stateFlags2 & PLAYER_STATE2_24) && (play->transitionTrigger == TRANS_TRIGGER_OFF) &&
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(play->transitionMode == TRANS_MODE_OFF) && !Play_InCsMode(play) && (gSaveContext.minigameState != 1) &&
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@ -3891,7 +3892,7 @@ void Interface_Update(PlayState* play) {
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osSyncPrintf("J_N=%x J_N=%x\n", gSaveContext.language, &gSaveContext.language);
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}
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if ((play->pauseCtx.state == PAUSE_STATE_0) && (play->pauseCtx.debugState == 0)) {
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if ((play->pauseCtx.state == PAUSE_STATE_OFF) && (play->pauseCtx.debugState == 0)) {
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if ((gSaveContext.minigameState == 1) || !IS_CUTSCENE_LAYER ||
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((play->sceneId == SCENE_SPOT20) && (gSaveContext.sceneLayer == 4))) {
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if ((msgCtx->msgMode == MSGMODE_NONE) ||
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@ -4035,7 +4036,7 @@ void Interface_Update(PlayState* play) {
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Health_UpdateMeter(play);
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if ((gSaveContext.timer1State >= 3) && (play->pauseCtx.state == PAUSE_STATE_0) &&
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if ((gSaveContext.timer1State >= 3) && (play->pauseCtx.state == PAUSE_STATE_OFF) &&
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(play->pauseCtx.debugState == 0) && (msgCtx->msgMode == MSGMODE_NONE) &&
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!(player->stateFlags2 & PLAYER_STATE2_24) && (play->transitionTrigger == TRANS_TRIGGER_OFF) &&
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(play->transitionMode == TRANS_MODE_OFF) && !Play_InCsMode(play)) {}
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@ -4121,7 +4122,7 @@ void Interface_Update(PlayState* play) {
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WREG(7) = interfaceCtx->unk_1F4;
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// Update Magic
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if ((play->pauseCtx.state == PAUSE_STATE_0) && (play->pauseCtx.debugState == 0) &&
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if ((play->pauseCtx.state == PAUSE_STATE_OFF) && (play->pauseCtx.debugState == 0) &&
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(msgCtx->msgMode == MSGMODE_NONE) && (play->transitionTrigger == TRANS_TRIGGER_OFF) &&
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(play->gameOverCtx.state == GAMEOVER_INACTIVE) && (play->transitionMode == TRANS_MODE_OFF) &&
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((play->csCtx.state == CS_STATE_IDLE) || !Player_InCsMode(play))) {
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