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Decompile code_8008E6A0.c / Add CHECK_PAD macro (#156)
* Decompile code_8008E6A0.c * Delete "counter" file
This commit is contained in:
parent
9a478a96ec
commit
89b0977e39
16 changed files with 88 additions and 111 deletions
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@ -1,61 +0,0 @@
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.include "macro.inc"
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# assembler directives
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.set noat # allow manual use of $at
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.set noreorder # don't insert nops after branches
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.set gp=64 # allow use of 64-bit general purposee registers
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.section .text
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.align 4
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glabel func_8008E6A0
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/* B05840 8008E6A0 AC800004 */ sw $zero, 4($a0)
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/* B05844 8008E6A4 03E00008 */ jr $ra
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/* B05848 8008E6A8 AC800000 */ sw $zero, ($a0)
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glabel func_8008E6AC
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/* B0584C 8008E6AC 94AE0000 */ lhu $t6, ($a1)
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/* B05850 8008E6B0 2403FFEF */ li $v1, -17
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/* B05854 8008E6B4 01C37827 */ nor $t7, $t6, $v1
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/* B05858 8008E6B8 55E0000A */ bnezl $t7, .L8008E6E4
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/* B0585C 8008E6BC 8C880000 */ lw $t0, ($a0)
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/* B05860 8008E6C0 94B8000C */ lhu $t8, 0xc($a1)
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/* B05864 8008E6C4 2401FBFF */ li $at, -1025
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/* B05868 8008E6C8 0301C827 */ nor $t9, $t8, $at
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/* B0586C 8008E6CC 57200005 */ bnezl $t9, .L8008E6E4
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/* B05870 8008E6D0 8C880000 */ lw $t0, ($a0)
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/* B05874 8008E6D4 8C820000 */ lw $v0, ($a0)
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/* B05878 8008E6D8 2C420001 */ sltiu $v0, $v0, 1
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/* B0587C 8008E6DC AC820000 */ sw $v0, ($a0)
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/* B05880 8008E6E0 8C880000 */ lw $t0, ($a0)
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.L8008E6E4:
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/* B05884 8008E6E4 51000013 */ beql $t0, $zero, .L8008E734
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/* B05888 8008E6E8 AC800004 */ sw $zero, 4($a0)
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/* B0588C 8008E6EC 94A20000 */ lhu $v0, ($a1)
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/* B05890 8008E6F0 2401DFFF */ li $at, -8193
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/* B05894 8008E6F4 00414827 */ nor $t1, $v0, $at
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/* B05898 8008E6F8 55200011 */ bnezl $t1, .L8008E740
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/* B0589C 8008E6FC 00001025 */ move $v0, $zero
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/* B058A0 8008E700 94AA000C */ lhu $t2, 0xc($a1)
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/* B058A4 8008E704 00436027 */ nor $t4, $v0, $v1
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/* B058A8 8008E708 01435827 */ nor $t3, $t2, $v1
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/* B058AC 8008E70C 51600009 */ beql $t3, $zero, .L8008E734
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/* B058B0 8008E710 AC800004 */ sw $zero, 4($a0)
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/* B058B4 8008E714 5580000A */ bnezl $t4, .L8008E740
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/* B058B8 8008E718 00001025 */ move $v0, $zero
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/* B058BC 8008E71C 8C8D0004 */ lw $t5, 4($a0)
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/* B058C0 8008E720 25AE0001 */ addiu $t6, $t5, 1
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/* B058C4 8008E724 29C10009 */ slti $at, $t6, 9
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/* B058C8 8008E728 14200004 */ bnez $at, .L8008E73C
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/* B058CC 8008E72C AC8E0004 */ sw $t6, 4($a0)
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/* B058D0 8008E730 AC800004 */ sw $zero, 4($a0)
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.L8008E734:
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/* B058D4 8008E734 03E00008 */ jr $ra
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/* B058D8 8008E738 24020001 */ li $v0, 1
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.L8008E73C:
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/* B058DC 8008E73C 00001025 */ move $v0, $zero
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.L8008E740:
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/* B058E0 8008E740 03E00008 */ jr $ra
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/* B058E4 8008E744 00000000 */ nop
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@ -77,4 +77,6 @@
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viewport.topY = ty; \
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viewport.leftX = lx;
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#define CHECK_PAD(state, combo) (~(state.in.button | ~(combo)) == 0)
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#endif
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@ -448,8 +448,8 @@ typedef struct {
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} SoundContext; // size = 0x4
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typedef struct {
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/* 0x00 */ s32 unk_0;
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/* 0x04 */ char unk_4[0x4];
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/* 0x00 */ u32 toggle;
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/* 0x04 */ s32 counter;
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} SubGlobalContext7B8; // size = 0x8
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typedef struct {
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2
spec
2
spec
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@ -343,7 +343,7 @@ beginseg
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include "build/data/z_map_data.data.o"
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include "build/src/code/z_parameter.o"
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include "build/src/code/z_path.o"
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include "build/asm/code_8008E6A0.o"
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include "build/src/code//code_8008E6A0.o"
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include "build/src/code/z_player_lib.o"
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include "build/data/z_player_lib.data.o"
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include "build/data/z_player_lib.bss.o"
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38
src/code/code_8008E6A0.c
Normal file
38
src/code/code_8008E6A0.c
Normal file
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@ -0,0 +1,38 @@
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#include <global.h>
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void func_8008E6A0(SubGlobalContext7B8* this) {
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this->counter = 0;
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this->toggle = false;
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}
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u32 func_8008E6AC(SubGlobalContext7B8* this, Input* input) {
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if (CHECK_PAD(input->cur, R_TRIG) && CHECK_PAD(input->press, D_JPAD)) {
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this->toggle = !this->toggle;
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}
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if (!this->toggle) {
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goto ret_true;
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}
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if (CHECK_PAD(input->cur, Z_TRIG)) {
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if (CHECK_PAD(input->press, R_TRIG)) {
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goto ret_true;
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}
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if (CHECK_PAD(input->cur, R_TRIG)) {
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this->counter++;
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if (this->counter >= 9) {
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goto ret_true;
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}
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}
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}
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goto ret_false;
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ret_true:
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this->counter = 0;
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return true;
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ret_false:
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return false;
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}
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@ -583,7 +583,7 @@ void Fault_DrawMemDump(u32 pc, u32 sp, u32 unk0, u32 unk1) {
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count--;
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Fault_Sleep(0x10);
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Fault_UpdatePadImpl();
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if (!~(curInput->press.in.button | ~L_TRIG)) {
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if (CHECK_PAD(curInput->press, L_TRIG)) {
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sFaultStructPtr->faultActive = false;
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}
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}
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Fault_UpdatePadImpl();
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} while (curInput->press.in.button == 0);
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if (!~(curInput->press.in.button | ~START_BUTTON)) {
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if (CHECK_PAD(curInput->press, START_BUTTON)) {
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return;
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}
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if (!~(curInput->cur.in.button | ~A_BUTTON)) {
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if (CHECK_PAD(curInput->cur, A_BUTTON)) {
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return;
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}
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off = 0x10;
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if (!~(curInput->cur.in.button | ~Z_TRIG)) {
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if (CHECK_PAD(curInput->cur, Z_TRIG)) {
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off = 0x100;
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}
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if (!~(curInput->cur.in.button | ~B_BUTTON)) {
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if (CHECK_PAD(curInput->cur, B_BUTTON)) {
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off <<= 8;
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}
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if (!~(curInput->cur.in.button | ~U_JPAD)) {
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if (CHECK_PAD(curInput->cur, U_JPAD)) {
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addr -= off;
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}
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if (!~(curInput->cur.in.button | ~D_JPAD)) {
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if (CHECK_PAD(curInput->cur, D_JPAD)) {
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addr += off;
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}
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if (!~(curInput->cur.in.button | ~U_CBUTTONS)) {
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if (CHECK_PAD(curInput->cur, U_CBUTTONS)) {
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addr = pc;
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}
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if (!~(curInput->cur.in.button | ~D_CBUTTONS)) {
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if (CHECK_PAD(curInput->cur, D_CBUTTONS)) {
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addr = sp;
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}
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if (!~(curInput->cur.in.button | ~L_CBUTTONS)) {
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if (CHECK_PAD(curInput->cur, L_CBUTTONS)) {
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addr = unk0;
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}
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if (!~(curInput->cur.in.button | ~R_CBUTTONS)) {
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if (CHECK_PAD(curInput->cur, R_CBUTTONS)) {
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addr = unk1;
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}
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if (!~(curInput->cur.in.button | ~L_TRIG)) {
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if (CHECK_PAD(curInput->cur, L_TRIG)) {
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break;
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}
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}
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@ -88,8 +88,8 @@ void func_800C4344(GameState* gameState) {
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HREG(89) = selectedInput->cur.in.x;
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HREG(90) = selectedInput->cur.in.y;
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HREG(93) = (selectedInput->cur.in.button == hReg82);
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HREG(94) = (~(selectedInput->cur.in.button | ~hReg82) == 0);
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HREG(95) = (~(selectedInput->press.in.button | ~hReg82) == 0);
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HREG(94) = CHECK_PAD(selectedInput->cur, hReg82);
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HREG(95) = CHECK_PAD(selectedInput->press, hReg82);
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}
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if (D_8012DBC0 != 0) {
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}
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sGraphUpdateTime = time;
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if (D_8012DBC0 && (!~(gameState->input[0].press.in.button | ~Z_TRIG)) &&
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(!~(gameState->input[0].cur.in.button | ~(L_TRIG | R_TRIG)))) {
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if (D_8012DBC0 && CHECK_PAD(gameState->input[0].press, Z_TRIG) &&
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CHECK_PAD(gameState->input[0].cur, L_TRIG | R_TRIG)) {
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gSaveContext.gameMode = 0;
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SET_NEXT_GAMESTATE(gameState, func_80801E44, char[0x240]); // TODO : SelectContext
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gameState->running = false;
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@ -1360,19 +1360,19 @@ s32 func_80058D34(Camera* camera) {
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if (D_8011D394 == 0) {
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if (camera->globalCtx->activeCamera == 0) {
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if (~(D_8015BD7C->state.input[2].press.in.button | ~U_CBUTTONS) == 0) {
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if (CHECK_PAD(D_8015BD7C->state.input[2].press, U_CBUTTONS)) {
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osSyncPrintf("attention sound URGENCY\n");
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func_80078884(NA_SE_SY_ATTENTION_URGENCY);
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}
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if (~(D_8015BD7C->state.input[2].press.in.button | ~D_CBUTTONS) == 0) {
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if (CHECK_PAD(D_8015BD7C->state.input[2].press, D_CBUTTONS)) {
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osSyncPrintf("attention sound NORMAL\n");
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func_80078884(NA_SE_SY_ATTENTION_ON);
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}
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if (~(D_8015BD7C->state.input[2].press.in.button | ~R_CBUTTONS) == 0) {
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if (CHECK_PAD(D_8015BD7C->state.input[2].press, R_CBUTTONS)) {
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phi_a2 = 1;
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}
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if (~(D_8015BD7C->state.input[2].press.in.button | ~L_CBUTTONS) == 0) {
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if (CHECK_PAD(D_8015BD7C->state.input[2].press, L_CBUTTONS)) {
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phi_a2 = -1;
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}
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if (phi_a2 != 0) {
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@ -115,8 +115,7 @@ void func_8006390C(Input* input) {
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regGroup = (gGameInfo->regGroup * REG_PAGES + gGameInfo->regPage) * REG_PER_PAGE - REG_PER_PAGE;
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dpad = input->cur.in.button & (U_JPAD | L_JPAD | R_JPAD | D_JPAD);
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if (!~(input->cur.in.button | ~L_TRIG) || !~(input->cur.in.button | ~R_TRIG) ||
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!~(input->cur.in.button | ~START_BUTTON)) {
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if (CHECK_PAD(input->cur, L_TRIG) || CHECK_PAD(input->cur, R_TRIG) || CHECK_PAD(input->cur, START_BUTTON)) {
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input_combo = inputCombos;
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for (i = 0; i < REG_GROUPS; i++) {
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if (~(~input_combo->push | input->cur.in.button) || ~(~input_combo->held | input->press.in.button)) {
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@ -157,16 +156,15 @@ void func_8006390C(Input* input) {
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increment =
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(dpad & R_JPAD)
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? (!~(input->cur.in.button | ~(A_BUTTON | B_BUTTON))
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? (CHECK_PAD(input->cur, A_BUTTON | B_BUTTON)
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? 1000
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: !~(input->cur.in.button | ~A_BUTTON) ? 100
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: !~(input->cur.in.button | ~B_BUTTON) ? 10 : 1)
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: (dpad & L_JPAD) ? (!~(input->cur.in.button | ~(A_BUTTON | B_BUTTON))
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? -1000
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: !~(input->cur.in.button | ~A_BUTTON)
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? -100
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: !~(input->cur.in.button | ~B_BUTTON) ? -10 : -1)
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: 0;
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: CHECK_PAD(input->cur, A_BUTTON) ? 100 : CHECK_PAD(input->cur, B_BUTTON) ? 10 : 1)
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: (dpad & L_JPAD)
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? (CHECK_PAD(input->cur, A_BUTTON | B_BUTTON)
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? -1000
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: CHECK_PAD(input->cur, A_BUTTON) ? -100
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: CHECK_PAD(input->cur, B_BUTTON) ? -10 : -1)
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: 0;
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gGameInfo->data[gGameInfo->regCur + regGroup] += increment;
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if (dpad & U_JPAD) {
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@ -99,13 +99,13 @@ void func_80064558(GlobalContext* globalCtx, CutsceneContext* csCtx) {
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void func_800645A0(GlobalContext* globalCtx, CutsceneContext* csCtx) {
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Input* pad1 = &globalCtx->state.input[0];
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if (!~(pad1->press.in.button | ~L_JPAD) && (csCtx->state == CS_STATE_IDLE) && (gSaveContext.sceneSetupIndex >= 4)) {
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if (CHECK_PAD(pad1->press, L_JPAD) && (csCtx->state == CS_STATE_IDLE) && (gSaveContext.sceneSetupIndex >= 4)) {
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D_8015FCC8 = 0;
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gSaveContext.cutsceneIndex = 0xFFFD;
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gSaveContext.cutsceneTrigger = 1;
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}
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if (!~(pad1->press.in.button | ~U_JPAD) && (csCtx->state == CS_STATE_IDLE) && (gSaveContext.sceneSetupIndex >= 4) &&
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if (CHECK_PAD(pad1->press, U_JPAD) && (csCtx->state == CS_STATE_IDLE) && (gSaveContext.sceneSetupIndex >= 4) &&
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(D_8011D394 == 0)) {
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D_8015FCC8 = 1;
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gSaveContext.cutsceneIndex = 0xFFFD;
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@ -443,16 +443,15 @@ void Cutscene_Command_Terminator(GlobalContext* globalCtx, CutsceneContext* csCt
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if ((gSaveContext.gameMode != 0) && (gSaveContext.gameMode != 3) && (globalCtx->sceneNum != SCENE_SPOT00) &&
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(csCtx->frames > 20) &&
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(!~(globalCtx->state.input[0].press.in.button | ~A_BUTTON) ||
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!~(globalCtx->state.input[0].press.in.button | ~B_BUTTON) ||
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!~(globalCtx->state.input[0].press.in.button | ~START_BUTTON)) &&
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(CHECK_PAD(globalCtx->state.input[0].press, A_BUTTON) || CHECK_PAD(globalCtx->state.input[0].press, B_BUTTON) ||
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CHECK_PAD(globalCtx->state.input[0].press, START_BUTTON)) &&
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(gSaveContext.fileNum != 0xFEDC) && (globalCtx->sceneLoadFlag == 0)) {
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Audio_PlaySoundGeneral(NA_SE_SY_PIECE_OF_HEART, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
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temp = 1;
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}
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if ((csCtx->frames == cmd->startFrame) || (temp != 0) ||
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((csCtx->frames > 20) && (!~(globalCtx->state.input[0].press.in.button | ~START_BUTTON)) &&
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((csCtx->frames > 20) && CHECK_PAD(globalCtx->state.input[0].press, START_BUTTON) &&
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(gSaveContext.fileNum != 0xFEDC))) {
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csCtx->state = CS_STATE_UNSKIPPABLE_EXEC;
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func_800F68BC(0);
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@ -1524,7 +1523,7 @@ void Cutscene_ProcessCommands(GlobalContext* globalCtx, CutsceneContext* csCtx,
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return;
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}
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if (!~(globalCtx->state.input[0].press.in.button | ~R_JPAD)) {
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if (CHECK_PAD(globalCtx->state.input[0].press, R_JPAD)) {
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csCtx->state = CS_STATE_UNSKIPPABLE_INIT;
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return;
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}
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@ -413,7 +413,7 @@ void Minimap_Draw(GlobalContext* globalCtx) {
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}
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}
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if (!~(globalCtx->state.input[0].press.in.button | ~L_TRIG) && !Gameplay_InCsMode(globalCtx)) {
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if (CHECK_PAD(globalCtx->state.input[0].press, L_TRIG) && !Gameplay_InCsMode(globalCtx)) {
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osSyncPrintf("Game_play_demo_mode_check=%d\n", Gameplay_InCsMode(globalCtx));
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// clang-format off
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if (!R_MINIMAP_TOGGLED) { Audio_PlaySoundGeneral(NA_SE_SY_CAMERA_ZOOM_UP, &D_801333D4, 4,
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@ -494,7 +494,7 @@ void Minimap_Draw(GlobalContext* globalCtx) {
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Minimap_DrawCompassIcons(globalCtx); // Draw icons for the player spawn and current position
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}
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if (!~(globalCtx->state.input[0].press.in.button | ~L_TRIG) && !Gameplay_InCsMode(globalCtx)) {
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if (CHECK_PAD(globalCtx->state.input[0].press, L_TRIG) && !Gameplay_InCsMode(globalCtx)) {
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// clang-format off
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if (!R_MINIMAP_TOGGLED) { Audio_PlaySoundGeneral(NA_SE_SY_CAMERA_ZOOM_UP, &D_801333D4, 4,
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&D_801333E0, &D_801333E0, &D_801333E8); }
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@ -3979,13 +3979,13 @@ void Interface_Update(GlobalContext* globalCtx) {
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u16 action;
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Input* input = &globalCtx->state.input[2];
|
||||
|
||||
if (!~(input->press.in.button | ~L_JPAD)) {
|
||||
if (CHECK_PAD(input->press, L_JPAD)) {
|
||||
gSaveContext.language = 0;
|
||||
osSyncPrintf("J_N=%x J_N=%x\n", gSaveContext.language, &gSaveContext.language);
|
||||
} else if (!~(input->press.in.button | ~U_JPAD)) {
|
||||
} else if (CHECK_PAD(input->press, U_JPAD)) {
|
||||
gSaveContext.language = 1;
|
||||
osSyncPrintf("J_N=%x J_N=%x\n", gSaveContext.language, &gSaveContext.language);
|
||||
} else if (!~(input->press.in.button | ~R_JPAD)) {
|
||||
} else if (CHECK_PAD(input->press, R_JPAD)) {
|
||||
gSaveContext.language = 2;
|
||||
osSyncPrintf("J_N=%x J_N=%x\n", gSaveContext.language, &gSaveContext.language);
|
||||
}
|
||||
|
|
|
@ -924,7 +924,7 @@ void Gameplay_Update(GlobalContext* globalCtx) {
|
|||
}
|
||||
|
||||
if (globalCtx->unk_1242B != 0) {
|
||||
if (!~(input[0].press.in.button | ~8)) {
|
||||
if (CHECK_PAD(input[0].press, U_CBUTTONS)) {
|
||||
if ((globalCtx->pauseCtx.state != 0) || (globalCtx->pauseCtx.flag != 0)) {
|
||||
// Translates to: "Changing viewpoint is prohibited due to the kaleidoscope"
|
||||
osSyncPrintf(VT_FGCOL(CYAN) "カレイドスコープ中につき視点変更を禁止しております\n" VT_RST);
|
||||
|
@ -1823,7 +1823,7 @@ s32 func_800C0CB8(GlobalContext* globalCtx) {
|
|||
}
|
||||
|
||||
s32 func_800C0D28(GlobalContext* globalCtx) {
|
||||
return (globalCtx->sub_7B8.unk_0 != 0);
|
||||
return (globalCtx->sub_7B8.toggle != 0);
|
||||
}
|
||||
|
||||
s32 func_800C0D34(GlobalContext* globalCtx, Actor* actor, s16* yaw) {
|
||||
|
|
|
@ -505,7 +505,8 @@ void func_800906D4(GlobalContext* globalCtx, Player* player, ColliderTrisItemDim
|
|||
Matrix_MultVec3f(&D_801260BC, &sp44);
|
||||
if (func_80090480(globalCtx, NULL, &player->swordDimensions, &trisInit->vtx[0], &sp2C) != 0 &&
|
||||
(s32)(player->stateFlags1 << 9) >= 0) {
|
||||
EffectBlure_AddVertex(Effect_GetByIndex(player->swordEffectId), &player->swordDimensions.tip, &player->swordDimensions.base);
|
||||
EffectBlure_AddVertex(Effect_GetByIndex(player->swordEffectId), &player->swordDimensions.tip,
|
||||
&player->swordDimensions.base);
|
||||
}
|
||||
if (player->swordState > 0 && ((player->swordAnimation < 0x18) || ((s32)(player->stateFlags2 << 0xE) < 0))) {
|
||||
func_80090480(globalCtx, &player->unk_4E4, &player->unk_8D0, &trisInit->vtx[1], &sp38);
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
#include <PR/os_cont.h>
|
||||
|
||||
void Sample_HandleStateChange(SampleContext* this) {
|
||||
if (!~(this->state.input[0].press.in.button | ~START_BUTTON)) {
|
||||
if (CHECK_PAD(this->state.input[0].press, START_BUTTON)) {
|
||||
SET_NEXT_GAMESTATE(&this->state, Gameplay_Init, GlobalContext);
|
||||
this->state.running = false;
|
||||
}
|
||||
|
|
Loading…
Add table
Reference in a new issue