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Merge commit 'd314cfe92395172612676a8ad007a0639c8d5666' into doc_pause_menu
This commit is contained in:
commit
74b74eb006
8 changed files with 13 additions and 14 deletions
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@ -1039,7 +1039,7 @@ s32 Player_OverrideLimbDrawGameplayCrawling(PlayState* play, s32 limbIndex, Gfx*
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u8 func_80090480(PlayState* play, ColliderQuad* collider, WeaponInfo* weaponInfo, Vec3f* newTip, Vec3f* newBase);
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void Player_DrawGetItem(PlayState* play, Player* this);
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void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx);
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u32 Player_InitDrawPause(PlayState* play, u8* segment, SkelAnime* skelAnime);
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u32 Player_InitPauseDrawData(PlayState* play, u8* segment, SkelAnime* skelAnime);
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void Player_DrawPause(PlayState* play, u8* segment, SkelAnime* skelAnime, Vec3f* pos, Vec3s* rot, f32 scale,
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s32 sword, s32 tunic, s32 shield, s32 boots);
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void PreNMI_Init(GameState* thisx);
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@ -59,7 +59,7 @@ typedef enum {
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/* 16 */ PAUSE_STATE_16,
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/* 17 */ PAUSE_STATE_17,
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/* 18 */ PAUSE_STATE_CLOSING, // Animate the pause menu closing
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/* 19 */ PAUSE_STATE_UNPAUSE
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/* 19 */ PAUSE_STATE_RESUME_GAMEPLAY // Handles returning to normal gameplay once the pause menu is visually closed
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} PauseState;
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#define IS_PAUSE_STATE_GAMEOVER(pauseCtx) \
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@ -3154,7 +3154,7 @@ f32 BgCheck_RaycastDownDyna(DynaRaycastDown* dynaRaycastDown) {
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f32 result;
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f32 intersect2;
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s32 i2;
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s32 pauseState;
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s32 isPaused;
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DynaPolyActor* dynaActor;
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s32 pad;
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Vec3f polyVtx[3];
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@ -3223,8 +3223,8 @@ f32 BgCheck_RaycastDownDyna(DynaRaycastDown* dynaRaycastDown) {
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dynaActor = DynaPoly_GetActor(dynaRaycastDown->colCtx, *dynaRaycastDown->bgId);
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if ((result != BGCHECK_Y_MIN) && (dynaActor != NULL) && (dynaRaycastDown->play != NULL)) {
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pauseState = IS_PAUSED(&dynaRaycastDown->play->pauseCtx);
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if (!pauseState && (dynaRaycastDown->colCtx->dyna.bgActorFlags[*dynaRaycastDown->bgId] & BGACTOR_1)) {
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isPaused = IS_PAUSED(&dynaRaycastDown->play->pauseCtx);
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if (!isPaused && (dynaRaycastDown->colCtx->dyna.bgActorFlags[*dynaRaycastDown->bgId] & BGACTOR_1)) {
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curTransform = &dynaRaycastDown->dyna->bgActors[*dynaRaycastDown->bgId].curTransform;
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polyMin =
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&dynaRaycastDown->dyna
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@ -55,7 +55,6 @@ void KaleidoSetup_Update(PlayState* play) {
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}
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} else if (CHECK_BTN_ALL(input->press.button, BTN_START)) {
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// The start button was pressed, pause
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gSaveContext.prevHudVisibilityMode = gSaveContext.hudVisibilityMode;
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R_PAUSE_CURSOR_LEFT_X = -175;
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@ -365,7 +365,7 @@ void Minimap_Draw(PlayState* play) {
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OPEN_DISPS(play->state.gfxCtx, "../z_map_exp.c", 626);
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if (play->pauseCtx.state < PAUSE_STATE_OPENING_1) {
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if (play->pauseCtx.state <= PAUSE_STATE_INIT) {
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/* PAUSE_STATE_OFF, PAUSE_STATE_WAIT_LETTERBOX, PAUSE_STATE_WAIT_BG_PRERENDER, PAUSE_STATE_INIT */
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switch (play->sceneId) {
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case SCENE_DEKU_TREE:
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@ -1641,7 +1641,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Ve
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}
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}
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u32 Player_InitDrawPause(PlayState* play, u8* segment, SkelAnime* skelAnime) {
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u32 Player_InitPauseDrawData(PlayState* play, u8* segment, SkelAnime* skelAnime) {
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s16 linkObjectId = gLinkObjectIds[(void)0, gSaveContext.save.linkAge];
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u32 size;
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void* ptr;
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@ -2702,7 +2702,7 @@ void KaleidoScope_SetVertices(PlayState* play, GraphicsContext* gfxCtx) {
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if ((pauseCtx->state == PAUSE_STATE_OPENING_1) ||
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(pauseCtx->state >= PAUSE_STATE_CLOSING
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/* PAUSE_STATE_CLOSING, PAUSE_STATE_UNPAUSE */) ||
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/* PAUSE_STATE_CLOSING, PAUSE_STATE_RESUME_GAMEPLAY */) ||
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((pauseCtx->state == PAUSE_STATE_SAVE_PROMPT) &&
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((pauseCtx->savePromptState == PAUSE_SAVE_PROMPT_STATE_CLOSING) ||
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(pauseCtx->savePromptState == PAUSE_SAVE_PROMPT_STATE_CLOSING_AFTER_SAVED))) ||
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@ -3525,7 +3525,7 @@ void KaleidoScope_Update(PlayState* play) {
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pauseCtx->playerSegment = (void*)(((uintptr_t)play->objectCtx.spaceStart + 0x30) & ~0x3F);
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playerSegmentDrawPauseSize =
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Player_InitDrawPause(play, pauseCtx->playerSegment, &pauseCtx->playerSkelAnime);
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Player_InitPauseDrawData(play, pauseCtx->playerSegment, &pauseCtx->playerSkelAnime);
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osSyncPrintf("プレイヤー size1=%x\n", playerSegmentDrawPauseSize);
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pauseCtx->iconItemSegment = (void*)ALIGN16((uintptr_t)pauseCtx->playerSegment + playerSegmentDrawPauseSize);
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@ -4129,7 +4129,7 @@ void KaleidoScope_Update(PlayState* play) {
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}
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} else {
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pauseCtx->debugState = 0;
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pauseCtx->state = PAUSE_STATE_UNPAUSE;
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pauseCtx->state = PAUSE_STATE_RESUME_GAMEPLAY;
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pauseCtx->itemPageRoll = pauseCtx->equipPageRoll = pauseCtx->mapPageRoll =
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pauseCtx->questPageRoll = 160.0f;
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pauseCtx->namedItem = PAUSE_ITEM_NONE;
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@ -4452,7 +4452,7 @@ void KaleidoScope_Update(PlayState* play) {
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}
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} else {
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pauseCtx->debugState = 0;
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pauseCtx->state = PAUSE_STATE_UNPAUSE;
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pauseCtx->state = PAUSE_STATE_RESUME_GAMEPLAY;
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pauseCtx->itemPageRoll = pauseCtx->equipPageRoll = pauseCtx->mapPageRoll = pauseCtx->questPageRoll =
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160.0f;
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pauseCtx->namedItem = PAUSE_ITEM_NONE;
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@ -4460,7 +4460,7 @@ void KaleidoScope_Update(PlayState* play) {
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}
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break;
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case PAUSE_STATE_UNPAUSE:
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case PAUSE_STATE_RESUME_GAMEPLAY:
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pauseCtx->state = PAUSE_STATE_OFF;
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R_UPDATE_RATE = 3;
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R_PAUSE_BG_PRERENDER_STATE = PAUSE_BG_PRERENDER_OFF;
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@ -81,7 +81,7 @@ void PauseMapMark_DrawForDungeon(PlayState* play) {
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Matrix_Push();
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if ((play->pauseCtx.state == PAUSE_STATE_OPENING_1) || (play->pauseCtx.state >= PAUSE_STATE_CLOSING)
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/* PAUSE_STATE_CLOSING, PAUSE_STATE_UNPAUSE */
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/* PAUSE_STATE_CLOSING, PAUSE_STATE_RESUME_GAMEPLAY */
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) {
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Matrix_Translate(-36.0f, 101.0f, 0.0f, MTXMODE_APPLY);
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} else {
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