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Pause doc: Prompt page and save prompt state (#2170)
* Pause doc: Prompt page and save prompt state * bss * `QUAD_PROMPT_` -> `PROMPT_QUAD_` * `QUAD_MAP_WORLD_`, `QUAD_MAP_` -> `WORLD_MAP_QUAD_` * `PAUSE_QUAD_CURSOR_` -> `PAUSE_CURSOR_QUAD_` * `PAUSE_SAVE_PROMPT_STATE_RETURN_TO_MENU_ALT` -> `_2` * bss * bss * add comments to help clarify save prompt vs prompt
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12 changed files with 308 additions and 255 deletions
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@ -3392,7 +3392,7 @@ void Interface_Draw(PlayState* play) {
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gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATERGBA_PRIM, G_CC_MODULATERGBA_PRIM);
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gSPMatrix(OVERLAY_DISP++, &gMtxClear, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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// PAUSE_QUAD_CURSOR_4
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// PAUSE_CURSOR_QUAD_4
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pauseCtx->cursorVtx[16].v.ob[0] = pauseCtx->cursorVtx[18].v.ob[0] = pauseCtx->equipAnimX / 10;
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pauseCtx->cursorVtx[17].v.ob[0] = pauseCtx->cursorVtx[19].v.ob[0] =
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pauseCtx->cursorVtx[16].v.ob[0] + WREG(90) / 10;
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@ -3403,7 +3403,7 @@ void Interface_Draw(PlayState* play) {
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if (pauseCtx->equipTargetItem < 0xBF) {
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// Normal Equip (icon goes from the inventory slot to the C button when equipping it)
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, pauseCtx->equipAnimAlpha);
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gSPVertex(OVERLAY_DISP++, &pauseCtx->cursorVtx[PAUSE_QUAD_CURSOR_4 * 4], 4, 0);
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gSPVertex(OVERLAY_DISP++, &pauseCtx->cursorVtx[PAUSE_CURSOR_QUAD_4 * 4], 4, 0);
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gDPLoadTextureBlock(OVERLAY_DISP++, gItemIcons[pauseCtx->equipTargetItem], G_IM_FMT_RGBA, G_IM_SIZ_32b,
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ITEM_ICON_WIDTH, ITEM_ICON_HEIGHT, 0, G_TX_NOMIRROR | G_TX_WRAP,
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@ -3416,7 +3416,7 @@ void Interface_Draw(PlayState* play) {
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if ((pauseCtx->equipAnimAlpha > 0) && (pauseCtx->equipAnimAlpha < 255)) {
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svar1 = (pauseCtx->equipAnimAlpha / 8) / 2;
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// PAUSE_QUAD_CURSOR_4
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// PAUSE_CURSOR_QUAD_4
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pauseCtx->cursorVtx[16].v.ob[0] = pauseCtx->cursorVtx[18].v.ob[0] =
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pauseCtx->cursorVtx[16].v.ob[0] - svar1;
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pauseCtx->cursorVtx[17].v.ob[0] = pauseCtx->cursorVtx[19].v.ob[0] =
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@ -3427,7 +3427,7 @@ void Interface_Draw(PlayState* play) {
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pauseCtx->cursorVtx[16].v.ob[1] - svar1 * 2 - 32;
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}
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gSPVertex(OVERLAY_DISP++, &pauseCtx->cursorVtx[PAUSE_QUAD_CURSOR_4 * 4], 4, 0);
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gSPVertex(OVERLAY_DISP++, &pauseCtx->cursorVtx[PAUSE_CURSOR_QUAD_4 * 4], 4, 0);
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gDPLoadTextureBlock(OVERLAY_DISP++, gMagicArrowEquipEffectTex, G_IM_FMT_IA, G_IM_SIZ_8b, 32, 32, 0,
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G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
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G_TX_NOLOD, G_TX_NOLOD);
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