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Document SaveContext.gameMode
(#1295)
* Document `SaveContext.gameMode` * end credits * Remove no longer needed comment
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17 changed files with 41 additions and 31 deletions
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@ -49,8 +49,7 @@ void EnLight_Init(Actor* thisx, PlayState* play) {
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EnLight* this = (EnLight*)thisx;
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s16 yOffset;
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if (gSaveContext.gameMode == 3) {
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// special case for the credits
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if (gSaveContext.gameMode == GAMEMODE_END_CREDITS) {
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yOffset = (this->actor.params < 0) ? 1 : 40;
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Lights_PointNoGlowSetInfo(&this->lightInfo, this->actor.world.pos.x, yOffset + (s16)this->actor.world.pos.y,
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this->actor.world.pos.z, 255, 255, 180, -1);
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@ -145,7 +145,7 @@ void EnMag_Update(Actor* thisx, PlayState* play) {
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Audio_PlaySoundGeneral(NA_SE_SY_PIECE_OF_HEART, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
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gSaveContext.gameMode = 2;
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gSaveContext.gameMode = GAMEMODE_FILE_SELECT;
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play->transitionTrigger = TRANS_TRIGGER_START;
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play->transitionType = TRANS_TYPE_FADE_BLACK;
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}
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@ -459,7 +459,7 @@ void func_80AAE294(EnMm* this, PlayState* play) {
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dustPos.y = this->actor.world.pos.y;
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dustPos.z = this->actor.world.pos.z;
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if (gSaveContext.gameMode != 3) {
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if (gSaveContext.gameMode != GAMEMODE_END_CREDITS) {
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func_80033480(play, &dustPos, 50.0f, 2, 350, 20, 0);
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}
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@ -73,7 +73,7 @@ void EnOkarinaEffect_ManageStorm(EnOkarinaEffect* this, PlayState* play) {
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Flags_UnsetEnv(play, 5); // clear storms env flag
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if (((play->pauseCtx.state == 0) && (play->gameOverCtx.state == GAMEOVER_INACTIVE) &&
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(play->msgCtx.msgLength == 0) && (!FrameAdvance_IsEnabled(play)) &&
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((play->transitionMode == TRANS_MODE_OFF) || (gSaveContext.gameMode != 0))) ||
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((play->transitionMode == TRANS_MODE_OFF) || (gSaveContext.gameMode != GAMEMODE_NORMAL))) ||
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(this->timer >= 250)) {
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if ((play->envCtx.lightMode != LIGHT_MODE_TIME) || play->envCtx.lightConfig != 1) {
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this->timer--;
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@ -9373,7 +9373,7 @@ void Player_Init(Actor* thisx, PlayState* play2) {
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D_80854738[initMode](play, this);
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if (initMode != 0) {
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if ((gSaveContext.gameMode == 0) || (gSaveContext.gameMode == 3)) {
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if ((gSaveContext.gameMode == GAMEMODE_NORMAL) || (gSaveContext.gameMode == GAMEMODE_END_CREDITS)) {
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this->naviActor = Player_SpawnFairy(play, this, &thisx->world.pos, &D_80854778, FAIRY_NAVI);
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if (gSaveContext.dogParams != 0) {
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gSaveContext.dogParams |= 0x8000;
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