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https://github.com/zeldaret/oot.git
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Gameplay_ -> Play_ and this (#1229)
This commit is contained in:
parent
f6c472ae5e
commit
aadb5f9c47
78 changed files with 1059 additions and 1078 deletions
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@ -108,7 +108,7 @@ GameStateOverlay* Graph_GetNextGameState(GameState* gameState) {
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if (gameStateInitFunc == Title_Init) {
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return &gGameStateOverlayTable[2];
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}
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if (gameStateInitFunc == Gameplay_Init) {
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if (gameStateInitFunc == Play_Init) {
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return &gGameStateOverlayTable[3];
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}
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if (gameStateInitFunc == Opening_Init) {
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@ -1010,7 +1010,7 @@ void func_8002DE04(GlobalContext* globalCtx, Actor* actorA, Actor* actorB) {
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void func_8002DE74(GlobalContext* globalCtx, Player* player) {
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if ((globalCtx->roomCtx.curRoom.unk_03 != 4) && func_800C0CB8(globalCtx)) {
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Camera_ChangeSetting(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN), CAM_SET_HORSE);
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Camera_ChangeSetting(Play_GetCamera(globalCtx, CAM_ID_MAIN), CAM_SET_HORSE);
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}
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}
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@ -2564,7 +2564,7 @@ void func_80031C3C(ActorContext* actorCtx, GlobalContext* globalCtx) {
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actorCtx->absoluteSpace = NULL;
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}
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Gameplay_SaveSceneFlags(globalCtx);
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Play_SaveSceneFlags(globalCtx);
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func_80030488(globalCtx);
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ActorOverlayTable_Cleanup();
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}
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@ -2874,7 +2874,7 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, GlobalContext* globalC
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if ((player != NULL) && (actor == player->unk_664)) {
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func_8008EDF0(player);
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Camera_ChangeMode(Gameplay_GetCamera(globalCtx, Gameplay_GetActiveCamId(globalCtx)), 0);
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Camera_ChangeMode(Play_GetCamera(globalCtx, Play_GetActiveCamId(globalCtx)), 0);
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}
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if (actor == actorCtx->targetCtx.arrowPointedActor) {
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@ -6111,7 +6111,7 @@ s32 Camera_Demo6(Camera* camera) {
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s16 stateTimers[4];
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Demo6ReadWriteData* rwData = &camera->paramData.demo6.rwData;
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mainCam = Gameplay_GetCamera(camera->globalCtx, CAM_ID_MAIN);
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mainCam = Play_GetCamera(camera->globalCtx, CAM_ID_MAIN);
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camFocus = camera->target;
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stateTimers[1] = 0x37;
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stateTimers[2] = 0x46;
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@ -6216,7 +6216,7 @@ s32 Camera_Demo9(Camera* camera) {
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f32* camFOV = &camera->fov;
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Demo9ReadWriteData* rwData = &camera->paramData.demo9.rwData;
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mainCam = Gameplay_GetCamera(camera->globalCtx, CAM_ID_MAIN);
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mainCam = Play_GetCamera(camera->globalCtx, CAM_ID_MAIN);
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mainCamPlayerPosRot = &mainCam->playerPosRot;
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if (RELOAD_PARAMS(camera) || R_RELOAD_CAM_PARAMS) {
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values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
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@ -7630,7 +7630,7 @@ void Camera_Finish(Camera* camera) {
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Player* player = GET_PLAYER(camera->globalCtx);
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if (camera->timer == 0) {
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Gameplay_ChangeCameraStatus(camera->globalCtx, camera->parentCamId, CAM_STAT_ACTIVE);
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Play_ChangeCameraStatus(camera->globalCtx, camera->parentCamId, CAM_STAT_ACTIVE);
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if ((camera->parentCamId == CAM_ID_MAIN) && (camera->csId != 0)) {
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player->actor.freezeTimer = 0;
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@ -7660,7 +7660,7 @@ void Camera_Finish(Camera* camera) {
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camera->timer = -1;
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camera->globalCtx->envCtx.fillScreen = false;
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Gameplay_ClearCamera(camera->globalCtx, camera->camId);
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Play_ClearCamera(camera->globalCtx, camera->camId);
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}
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}
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@ -1217,7 +1217,7 @@ void Cutscene_Command_Terminator(GlobalContext* globalCtx, CutsceneContext* csCt
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break;
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case 118:
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gSaveContext.respawn[RESPAWN_MODE_DOWN].entranceIndex = ENTR_GANON_DEMO_0;
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Gameplay_TriggerVoidOut(globalCtx);
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Play_TriggerVoidOut(globalCtx);
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gSaveContext.respawnFlag = -2;
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gSaveContext.nextTransitionType = TRANS_TYPE_FADE_BLACK;
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break;
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@ -1346,11 +1346,11 @@ s32 Cutscene_Command_CameraEyePoints(GlobalContext* globalCtx, CutsceneContext*
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if (csCtx->unk_1A != 0) {
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csCtx->unk_18 = cmdBase->startFrame;
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if (D_8015FCC8 != 0) {
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Gameplay_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_CS_0);
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Gameplay_ChangeCameraStatus(globalCtx, sReturnToCamId, CAM_STAT_WAIT);
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Gameplay_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE);
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Camera_ResetAnim(Gameplay_GetCamera(globalCtx, csCtx->subCamId));
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Camera_SetCSParams(Gameplay_GetCamera(globalCtx, csCtx->subCamId), csCtx->subCamLookAtPoints,
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Play_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_CS_0);
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Play_ChangeCameraStatus(globalCtx, sReturnToCamId, CAM_STAT_WAIT);
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Play_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE);
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Camera_ResetAnim(Play_GetCamera(globalCtx, csCtx->subCamId));
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Camera_SetCSParams(Play_GetCamera(globalCtx, csCtx->subCamId), csCtx->subCamLookAtPoints,
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csCtx->subCamEyePoints, GET_PLAYER(globalCtx), relativeToLink);
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}
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}
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@ -1383,11 +1383,11 @@ s32 Cutscene_Command_CameraLookAtPoints(GlobalContext* globalCtx, CutsceneContex
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if (csCtx->unk_1B != 0) {
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D_8015FCC0 = cmdBase->startFrame;
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if (D_8015FCC8 != 0) {
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Gameplay_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_CS_0);
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Gameplay_ChangeCameraStatus(globalCtx, sReturnToCamId, CAM_STAT_WAIT);
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Gameplay_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE);
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Camera_ResetAnim(Gameplay_GetCamera(globalCtx, csCtx->subCamId));
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Camera_SetCSParams(Gameplay_GetCamera(globalCtx, csCtx->subCamId), csCtx->subCamLookAtPoints,
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Play_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_CS_0);
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Play_ChangeCameraStatus(globalCtx, sReturnToCamId, CAM_STAT_WAIT);
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Play_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE);
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Camera_ResetAnim(Play_GetCamera(globalCtx, csCtx->subCamId));
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Camera_SetCSParams(Play_GetCamera(globalCtx, csCtx->subCamId), csCtx->subCamLookAtPoints,
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csCtx->subCamEyePoints, GET_PLAYER(globalCtx), relativeToLink);
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}
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}
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@ -1423,11 +1423,11 @@ s32 Cutscene_Command_07(GlobalContext* globalCtx, CutsceneContext* csCtx, u8* cm
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if (csCtx->unk_1A != 0) {
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D_8015FCC2 = cmdBase->startFrame;
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if (D_8015FCC8 != 0) {
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subCam = Gameplay_GetCamera(globalCtx, csCtx->subCamId);
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subCam = Play_GetCamera(globalCtx, csCtx->subCamId);
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subCam->player = NULL;
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Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
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Gameplay_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE);
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Gameplay_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_FREE0);
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Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
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Play_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE);
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Play_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_FREE0);
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sp28 = csCtx->subCamLookAtPoints->cameraRoll * 1.40625f;
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Camera_SetParam(subCam, 64, &sp28);
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sp3C.x = csCtx->subCamLookAtPoints->pos.x;
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@ -1436,8 +1436,8 @@ s32 Cutscene_Command_07(GlobalContext* globalCtx, CutsceneContext* csCtx, u8* cm
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sp30.x = csCtx->subCamEyePoints->pos.x;
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sp30.y = csCtx->subCamEyePoints->pos.y;
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sp30.z = csCtx->subCamEyePoints->pos.z;
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Gameplay_CameraSetAtEye(globalCtx, csCtx->subCamId, &sp3C, &sp30);
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Gameplay_CameraSetFov(globalCtx, csCtx->subCamId, csCtx->subCamEyePoints->viewAngle);
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Play_CameraSetAtEye(globalCtx, csCtx->subCamId, &sp3C, &sp30);
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Play_CameraSetFov(globalCtx, csCtx->subCamId, csCtx->subCamEyePoints->viewAngle);
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}
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}
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}
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@ -1466,19 +1466,19 @@ s32 Cutscene_Command_08(GlobalContext* globalCtx, CutsceneContext* csCtx, u8* cm
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if (csCtx->unk_1B != 0) {
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D_8015FCC4 = cmdBase->startFrame;
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if (D_8015FCC8 != 0) {
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subCam = Gameplay_GetCamera(globalCtx, csCtx->subCamId);
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subCam = Play_GetCamera(globalCtx, csCtx->subCamId);
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subCam->player = NULL;
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Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
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Gameplay_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE);
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Gameplay_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_FREE0);
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Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
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Play_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE);
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Play_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_FREE0);
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sp3C.x = csCtx->subCamLookAtPoints->pos.x;
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sp3C.y = csCtx->subCamLookAtPoints->pos.y;
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sp3C.z = csCtx->subCamLookAtPoints->pos.z;
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sp30.x = csCtx->subCamEyePoints->pos.x;
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sp30.y = csCtx->subCamEyePoints->pos.y;
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sp30.z = csCtx->subCamEyePoints->pos.z;
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Gameplay_CameraSetAtEye(globalCtx, csCtx->subCamId, &sp3C, &sp30);
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Gameplay_CameraSetFov(globalCtx, csCtx->subCamId, csCtx->subCamEyePoints->viewAngle);
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Play_CameraSetAtEye(globalCtx, csCtx->subCamId, &sp3C, &sp30);
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Play_CameraSetFov(globalCtx, csCtx->subCamId, csCtx->subCamEyePoints->viewAngle);
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}
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}
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}
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@ -1967,11 +1967,11 @@ void func_80068DC0(GlobalContext* globalCtx, CutsceneContext* csCtx) {
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case 0x028E:
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case 0x0292:
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case 0x0476:
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Gameplay_CopyCamera(globalCtx, sReturnToCamId, csCtx->subCamId);
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Play_CopyCamera(globalCtx, sReturnToCamId, csCtx->subCamId);
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}
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Gameplay_ChangeCameraStatus(globalCtx, sReturnToCamId, CAM_STAT_ACTIVE);
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Gameplay_ClearCamera(globalCtx, csCtx->subCamId);
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Play_ChangeCameraStatus(globalCtx, sReturnToCamId, CAM_STAT_ACTIVE);
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Play_ClearCamera(globalCtx, csCtx->subCamId);
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func_8005B1A4(globalCtx->cameraPtrs[sReturnToCamId]);
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}
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@ -2014,7 +2014,7 @@ void func_80068ECC(GlobalContext* globalCtx, CutsceneContext* csCtx) {
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sReturnToCamId = globalCtx->activeCamId;
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if (D_8015FCC8 != 0) {
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csCtx->subCamId = Gameplay_CreateSubCamera(globalCtx);
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csCtx->subCamId = Play_CreateSubCamera(globalCtx);
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}
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if (gSaveContext.cutsceneTrigger == 0) {
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@ -56,7 +56,7 @@ void func_80026608(GlobalContext* globalCtx) {
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_eff_ss_dead.c", 159);
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gDPPipeSync(POLY_OPA_DISP++);
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POLY_OPA_DISP = Gameplay_SetFog(globalCtx, POLY_OPA_DISP);
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POLY_OPA_DISP = Play_SetFog(globalCtx, POLY_OPA_DISP);
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_eff_ss_dead.c", 164);
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}
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@ -115,7 +115,7 @@ void func_80026A6C(GlobalContext* globalCtx) {
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_eff_ss_dead.c", 217);
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gDPPipeSync(POLY_XLU_DISP++);
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POLY_XLU_DISP = Gameplay_SetFog(globalCtx, POLY_XLU_DISP);
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POLY_XLU_DISP = Play_SetFog(globalCtx, POLY_XLU_DISP);
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_eff_ss_dead.c", 222);
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}
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@ -847,7 +847,7 @@ void EnItem00_DrawCollectible(EnItem00* this, GlobalContext* globalCtx) {
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_item00.c", 1594);
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POLY_OPA_DISP = Gameplay_SetFog(globalCtx, POLY_OPA_DISP);
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POLY_OPA_DISP = Play_SetFog(globalCtx, POLY_OPA_DISP);
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if (this->actor.params == ITEM00_BOMBS_SPECIAL) {
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texIndex = 1;
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@ -12,7 +12,7 @@ GameStateOverlay gGameStateOverlayTable[] = {
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GAMESTATE_OVERLAY_INTERNAL(TitleSetup_Init, TitleSetup_Destroy, sizeof(GameState)),
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GAMESTATE_OVERLAY(select, Select_Init, Select_Destroy, sizeof(SelectContext)),
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GAMESTATE_OVERLAY(title, Title_Init, Title_Destroy, sizeof(TitleContext)),
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GAMESTATE_OVERLAY_INTERNAL(Gameplay_Init, Gameplay_Destroy, sizeof(GlobalContext)),
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GAMESTATE_OVERLAY_INTERNAL(Play_Init, Play_Destroy, sizeof(GlobalContext)),
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GAMESTATE_OVERLAY(opening, Opening_Init, Opening_Destroy, sizeof(OpeningContext)),
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GAMESTATE_OVERLAY(file_choose, FileChoose_Init, FileChoose_Destroy, sizeof(FileChooseContext)),
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};
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@ -223,7 +223,7 @@ void func_8006D684(GlobalContext* globalCtx, Player* player) {
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sp54.y = player->actor.world.pos.y + 100.0f;
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sp54.z = player->actor.world.pos.z;
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Gameplay_CameraSetAtEye(globalCtx, globalCtx->activeCamId, &player->actor.world.pos, &sp54);
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Play_CameraSetAtEye(globalCtx, globalCtx->activeCamId, &player->actor.world.pos, &sp54);
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} else {
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_HORSE, D_8011F9B8[i].pos.x,
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D_8011F9B8[i].pos.y, D_8011F9B8[i].pos.z, 0, D_8011F9B8[i].angle, 0,
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@ -14,9 +14,9 @@ void KaleidoSetup_Update(GlobalContext* globalCtx) {
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if (pauseCtx->state == 0 && pauseCtx->debugState == 0 && globalCtx->gameOverCtx.state == GAMEOVER_INACTIVE &&
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globalCtx->transitionTrigger == TRANS_TRIGGER_OFF && globalCtx->transitionMode == TRANS_MODE_OFF &&
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gSaveContext.cutsceneIndex < 0xFFF0 && gSaveContext.nextCutsceneIndex < 0xFFF0 &&
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!Gameplay_InCsMode(globalCtx) && globalCtx->shootingGalleryStatus <= 1 && gSaveContext.unk_13F0 != 8 &&
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gSaveContext.unk_13F0 != 9 && (globalCtx->sceneNum != SCENE_BOWLING || !Flags_GetSwitch(globalCtx, 0x38))) {
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gSaveContext.cutsceneIndex < 0xFFF0 && gSaveContext.nextCutsceneIndex < 0xFFF0 && !Play_InCsMode(globalCtx) &&
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globalCtx->shootingGalleryStatus <= 1 && gSaveContext.unk_13F0 != 8 && gSaveContext.unk_13F0 != 9 &&
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(globalCtx->sceneNum != SCENE_BOWLING || !Flags_GetSwitch(globalCtx, 0x38))) {
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if (CHECK_BTN_ALL(input->cur.button, BTN_L) && CHECK_BTN_ALL(input->press.button, BTN_CUP)) {
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if (BREG(0)) {
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@ -507,7 +507,7 @@ void Health_UpdateBeatingHeart(GlobalContext* globalCtx) {
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interfaceCtx->beatingHeartOscillator = 0;
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interfaceCtx->beatingHeartOscillatorDirection = 0;
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if (!Player_InCsMode(globalCtx) && (globalCtx->pauseCtx.state == 0) &&
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(globalCtx->pauseCtx.debugState == 0) && Health_IsCritical() && !Gameplay_InCsMode(globalCtx)) {
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(globalCtx->pauseCtx.debugState == 0) && Health_IsCritical() && !Play_InCsMode(globalCtx)) {
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func_80078884(NA_SE_SY_HITPOINT_ALARM);
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}
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}
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@ -406,8 +406,8 @@ void Minimap_Draw(GlobalContext* globalCtx) {
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}
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}
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if (CHECK_BTN_ALL(globalCtx->state.input[0].press.button, BTN_L) && !Gameplay_InCsMode(globalCtx)) {
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osSyncPrintf("Game_play_demo_mode_check=%d\n", Gameplay_InCsMode(globalCtx));
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if (CHECK_BTN_ALL(globalCtx->state.input[0].press.button, BTN_L) && !Play_InCsMode(globalCtx)) {
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osSyncPrintf("Game_play_demo_mode_check=%d\n", Play_InCsMode(globalCtx));
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// clang-format off
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if (!R_MINIMAP_DISABLED) { Audio_PlaySoundGeneral(NA_SE_SY_CAMERA_ZOOM_UP, &gSfxDefaultPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
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@ -493,7 +493,7 @@ 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 (CHECK_BTN_ALL(globalCtx->state.input[0].press.button, BTN_L) && !Gameplay_InCsMode(globalCtx)) {
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if (CHECK_BTN_ALL(globalCtx->state.input[0].press.button, BTN_L) && !Play_InCsMode(globalCtx)) {
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// clang-format off
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if (!R_MINIMAP_DISABLED) { Audio_PlaySoundGeneral(NA_SE_SY_CAMERA_ZOOM_UP, &gSfxDefaultPos, 4,
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&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
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@ -119,7 +119,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
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break;
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case 5010:
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func_800C0808(globalCtx, subCamId, player, CAM_SET_CS_ATTENTION);
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Gameplay_CameraSetAtEye(globalCtx, subCamId, &mainCam->at, &mainCam->eye);
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Play_CameraSetAtEye(globalCtx, subCamId, &mainCam->at, &mainCam->eye);
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subCam->roll = 0;
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break;
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case 9500:
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@ -255,7 +255,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
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csInfo->keyFrames = D_801211D4;
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csInfo->keyFrameCnt = 2;
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}
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Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_UNK3);
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Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_UNK3);
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func_800C0808(globalCtx, subCamId, player, CAM_SET_CS_C);
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} break;
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case 2290: {
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||||
|
@ -298,8 +298,8 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
|
|||
spD0.pitch = 0x3E8;
|
||||
|
||||
OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
|
||||
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
|
||||
Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
|
||||
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
|
||||
Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
|
||||
func_8002DF54(globalCtx, NULL, 8);
|
||||
subCam->roll = 0;
|
||||
subCam->fov = 50.0f;
|
||||
|
@ -322,19 +322,19 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
|
|||
func_800C0808(globalCtx, subCamId, player, CAM_SET_CS_C);
|
||||
break;
|
||||
case 1010:
|
||||
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
|
||||
Gameplay_CameraSetAtEye(globalCtx, subCamId, &childCam->at, &childCam->eye);
|
||||
Gameplay_CameraSetFov(globalCtx, subCamId, childCam->fov);
|
||||
Gameplay_SetCameraRoll(globalCtx, subCamId, childCam->roll);
|
||||
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
|
||||
Play_CameraSetAtEye(globalCtx, subCamId, &childCam->at, &childCam->eye);
|
||||
Play_CameraSetFov(globalCtx, subCamId, childCam->fov);
|
||||
Play_SetCameraRoll(globalCtx, subCamId, childCam->roll);
|
||||
break;
|
||||
case 9601:
|
||||
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
|
||||
Gameplay_CameraChangeSetting(globalCtx, CAM_ID_MAIN, mainCam->prevSetting);
|
||||
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
|
||||
Play_CameraChangeSetting(globalCtx, CAM_ID_MAIN, mainCam->prevSetting);
|
||||
OnePointCutscene_SetCsCamPoints(subCam, D_80120430 | 0x1000, D_8012042C, D_80120308, D_80120398);
|
||||
break;
|
||||
case 9602:
|
||||
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
|
||||
Gameplay_CameraChangeSetting(globalCtx, CAM_ID_MAIN, mainCam->prevSetting);
|
||||
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
|
||||
Play_CameraChangeSetting(globalCtx, CAM_ID_MAIN, mainCam->prevSetting);
|
||||
OnePointCutscene_SetCsCamPoints(subCam, D_80120430 | 0x1000, D_8012042C, D_80120308, D_80120434);
|
||||
break;
|
||||
case 4175:
|
||||
|
@ -350,8 +350,8 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
|
|||
spB4.x = -1979.0f;
|
||||
spB4.y = 703.0f;
|
||||
spB4.z = -269.0f;
|
||||
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
|
||||
Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
|
||||
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
|
||||
Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
|
||||
subCam->roll = 6;
|
||||
subCam->fov = 75.0f;
|
||||
func_8002DF54(globalCtx, NULL, 8);
|
||||
|
@ -422,7 +422,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
|
|||
Actor_GetFocus(&spA0, actor);
|
||||
spC0 = spA0.pos;
|
||||
func_800C0808(globalCtx, subCamId, player, CAM_SET_PIVOT_VERTICAL);
|
||||
Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
|
||||
Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
|
||||
subCam->roll = 0;
|
||||
subCam->fov = 70.0f;
|
||||
func_8002DF54(globalCtx, NULL, 8);
|
||||
|
@ -448,7 +448,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
|
|||
func_800C0808(globalCtx, subCamId, player, CAM_SET_CS_C);
|
||||
break;
|
||||
case 3050:
|
||||
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
|
||||
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
|
||||
func_8002DF54(globalCtx, &player->actor, 5);
|
||||
OnePointCutscene_SetCsCamPoints(subCam, D_80120304 | 0x2000, D_80120300, D_8012013C, D_8012021C);
|
||||
func_80078884(NA_SE_SY_CORRECT_CHIME);
|
||||
|
@ -506,8 +506,8 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
|
|||
spB4.x = 1729.0f;
|
||||
spB4.y = 995.0f;
|
||||
spB4.z = -1405.0f;
|
||||
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
|
||||
Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
|
||||
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
|
||||
Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
|
||||
subCam->roll = 0x50;
|
||||
subCam->fov = 55.0f;
|
||||
func_8002DF38(globalCtx, &player->actor, 8);
|
||||
|
@ -521,9 +521,9 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
|
|||
Actor_GetWorld(&spA0, &player->actor);
|
||||
spD0.yaw = OnePointCutscene_Vec3fYaw(&spC0, &spA0.pos) - 0x7D0;
|
||||
OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
|
||||
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
|
||||
Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
|
||||
Gameplay_CopyCamera(globalCtx, CAM_ID_MAIN, subCamId);
|
||||
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
|
||||
Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
|
||||
Play_CopyCamera(globalCtx, CAM_ID_MAIN, subCamId);
|
||||
subCam->roll = -1;
|
||||
subCam->fov = 55.0f;
|
||||
func_8002DF38(globalCtx, actor, 1);
|
||||
|
@ -535,8 +535,8 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
|
|||
spD0.yaw = spA0.rot.y;
|
||||
spD0.r = 150.0f;
|
||||
OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
|
||||
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
|
||||
Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
|
||||
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
|
||||
Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
|
||||
subCam->roll = 0;
|
||||
subCam->fov = 55.0f;
|
||||
func_8002DF38(globalCtx, &player->actor, 8);
|
||||
|
@ -549,14 +549,14 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
|
|||
spD0.yaw = spA0.rot.y;
|
||||
spD0.pitch = -0xAF0;
|
||||
OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
|
||||
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
|
||||
Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
|
||||
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
|
||||
Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
|
||||
subCam->roll = 0;
|
||||
subCam->fov = 60.0f;
|
||||
func_8002DF38(globalCtx, actor, 1);
|
||||
break;
|
||||
case 3190:
|
||||
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FOREST_DEFEAT_POE);
|
||||
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FOREST_DEFEAT_POE);
|
||||
Camera_ChangeMode(mainCam, CAM_MODE_NORMAL);
|
||||
func_8002DF38(globalCtx, actor, 0xC);
|
||||
break;
|
||||
|
@ -567,8 +567,8 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
|
|||
spB4.x = 80.0f;
|
||||
spB4.y = 445.0f;
|
||||
spB4.z = -1425.0f;
|
||||
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
|
||||
Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
|
||||
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
|
||||
Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
|
||||
subCam->roll = 0x1E;
|
||||
subCam->fov = 75.0f;
|
||||
func_8002DF38(globalCtx, &player->actor, 8);
|
||||
|
@ -581,7 +581,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
|
|||
spD0.pitch = 0x5DC;
|
||||
spD0.r = 120.0f;
|
||||
OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
|
||||
Gameplay_CameraSetAtEye(globalCtx, CAM_ID_MAIN, &spC0, &spB4);
|
||||
Play_CameraSetAtEye(globalCtx, CAM_ID_MAIN, &spC0, &spB4);
|
||||
|
||||
i = Quake_Add(subCam, 3);
|
||||
Quake_SetSpeed(i, 22000);
|
||||
|
@ -596,8 +596,8 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
|
|||
spD0.yaw = spA0.rot.y + 0x7FFF;
|
||||
spD0.r = 300.0f;
|
||||
OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
|
||||
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
|
||||
Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
|
||||
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
|
||||
Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
|
||||
subCam->roll = 0;
|
||||
subCam->fov = 45.0f;
|
||||
func_8002DF38(globalCtx, &player->actor, 8);
|
||||
|
@ -612,7 +612,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
|
|||
spD0.r = 400.0f;
|
||||
OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
|
||||
spB4.y = spA0.pos.y + 60.0f;
|
||||
Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
|
||||
Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
|
||||
subCam->roll = 0;
|
||||
subCam->fov = 75.0f;
|
||||
player->actor.shape.rot.y = player->actor.world.rot.y = player->currentYaw = spD0.yaw + 0x7FFF;
|
||||
|
@ -628,7 +628,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
|
|||
func_800C0808(globalCtx, subCamId, player, CAM_SET_CS_C);
|
||||
break;
|
||||
case 6001:
|
||||
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
|
||||
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
|
||||
func_8002DF54(globalCtx, NULL, 8);
|
||||
Actor_GetWorld(&spA0, actor);
|
||||
if (spA0.pos.z > -750.0f) {
|
||||
|
@ -643,7 +643,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
|
|||
Quake_SetCountdown(i, D_801208E4 - 10);
|
||||
break;
|
||||
case 3400:
|
||||
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
|
||||
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
|
||||
func_8002DF38(globalCtx, &player->actor, 8);
|
||||
OnePointCutscene_SetCsCamPoints(subCam, D_8012069C | 0x2000, D_80120698, D_801204D4, D_801205B4);
|
||||
OnePointCutscene_Vec3sToVec3f(&mainCam->eye, &D_801205B4[D_80120694 - 2].pos);
|
||||
|
@ -664,9 +664,9 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
|
|||
func_800C0808(globalCtx, subCamId, player, CAM_SET_CS_C);
|
||||
break;
|
||||
case 3310:
|
||||
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FIRE_STAIRCASE);
|
||||
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FIRE_STAIRCASE);
|
||||
func_8002DF54(globalCtx, NULL, 8);
|
||||
Gameplay_CopyCamera(globalCtx, subCamId, CAM_ID_MAIN);
|
||||
Play_CopyCamera(globalCtx, subCamId, CAM_ID_MAIN);
|
||||
|
||||
i = Quake_Add(subCam, 1);
|
||||
Quake_SetSpeed(i, 32000);
|
||||
|
@ -958,8 +958,8 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
|
|||
func_800C0808(globalCtx, subCamId, player, CAM_SET_TURN_AROUND);
|
||||
subCam->data2 = 0xC;
|
||||
} else {
|
||||
Gameplay_CopyCamera(globalCtx, subCamId, CAM_ID_MAIN);
|
||||
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
|
||||
Play_CopyCamera(globalCtx, subCamId, CAM_ID_MAIN);
|
||||
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
|
||||
}
|
||||
break;
|
||||
case 9908:
|
||||
|
@ -1132,7 +1132,7 @@ s32 OnePointCutscene_RemoveCamera(GlobalContext* globalCtx, s16 subCamId) {
|
|||
subCam->parentCamId = CAM_ID_MAIN;
|
||||
subCam->childCamId = subCam->parentCamId;
|
||||
subCam->timer = -1;
|
||||
Gameplay_ClearCamera(subCam->globalCtx, subCam->camId);
|
||||
Play_ClearCamera(subCam->globalCtx, subCam->camId);
|
||||
return nextCamId;
|
||||
}
|
||||
|
||||
|
@ -1155,7 +1155,7 @@ s16 OnePointCutscene_Init(GlobalContext* globalCtx, s16 csId, s16 timer, Actor*
|
|||
if (parentCamId == CAM_ID_NONE) {
|
||||
parentCamId = globalCtx->activeCamId;
|
||||
}
|
||||
subCamId = Gameplay_CreateSubCamera(globalCtx);
|
||||
subCamId = Play_CreateSubCamera(globalCtx);
|
||||
if (subCamId == CAM_ID_NONE) {
|
||||
osSyncPrintf(VT_COL(RED, WHITE) "onepoint demo: error: too many cameras ... give up! type=%d\n" VT_RST, csId);
|
||||
return CAM_ID_NONE;
|
||||
|
@ -1185,12 +1185,12 @@ s16 OnePointCutscene_Init(GlobalContext* globalCtx, s16 csId, s16 timer, Actor*
|
|||
subCam->csId = csId;
|
||||
|
||||
if (parentCamId == CAM_ID_MAIN) {
|
||||
Gameplay_ChangeCameraStatus(globalCtx, parentCamId, CAM_STAT_UNK3);
|
||||
Play_ChangeCameraStatus(globalCtx, parentCamId, CAM_STAT_UNK3);
|
||||
} else {
|
||||
Gameplay_ChangeCameraStatus(globalCtx, parentCamId, CAM_STAT_WAIT);
|
||||
Play_ChangeCameraStatus(globalCtx, parentCamId, CAM_STAT_WAIT);
|
||||
}
|
||||
OnePointCutscene_SetInfo(globalCtx, subCamId, csId, actor, timer);
|
||||
Gameplay_ChangeCameraStatus(globalCtx, subCamId, vSubCamStatus);
|
||||
Play_ChangeCameraStatus(globalCtx, subCamId, vSubCamStatus);
|
||||
|
||||
// Removes all lower priority cutscenes in front of this cutscene from the queue.
|
||||
vCurCamId = subCamId;
|
||||
|
@ -1205,7 +1205,7 @@ s16 OnePointCutscene_Init(GlobalContext* globalCtx, s16 csId, s16 timer, Actor*
|
|||
vNextCamId, nextCsId, thisCsId);
|
||||
if (globalCtx->cameraPtrs[vNextCamId]->csId != 5010) {
|
||||
if ((vNextCamId = OnePointCutscene_RemoveCamera(globalCtx, vNextCamId)) != CAM_ID_NONE) {
|
||||
Gameplay_ChangeCameraStatus(globalCtx, vNextCamId, CAM_STAT_ACTIVE);
|
||||
Play_ChangeCameraStatus(globalCtx, vNextCamId, CAM_STAT_ACTIVE);
|
||||
}
|
||||
} else {
|
||||
vCurCamId = vNextCamId;
|
||||
|
|
|
@ -2485,7 +2485,7 @@ void Interface_UpdateMagicBar(GlobalContext* globalCtx) {
|
|||
if ((globalCtx->pauseCtx.state == 0) && (globalCtx->pauseCtx.debugState == 0) &&
|
||||
(msgCtx->msgMode == MSGMODE_NONE) && (globalCtx->gameOverCtx.state == GAMEOVER_INACTIVE) &&
|
||||
(globalCtx->transitionTrigger == TRANS_TRIGGER_OFF) && (globalCtx->transitionMode == TRANS_MODE_OFF) &&
|
||||
!Gameplay_InCsMode(globalCtx)) {
|
||||
!Play_InCsMode(globalCtx)) {
|
||||
if ((gSaveContext.magic == 0) || ((func_8008F2F8(globalCtx) >= 2) && (func_8008F2F8(globalCtx) < 5)) ||
|
||||
((gSaveContext.equips.buttonItems[1] != ITEM_LENS) &&
|
||||
(gSaveContext.equips.buttonItems[2] != ITEM_LENS) &&
|
||||
|
@ -3430,7 +3430,7 @@ void Interface_Draw(GlobalContext* globalCtx) {
|
|||
if ((globalCtx->pauseCtx.state == 0) && (globalCtx->pauseCtx.debugState == 0) &&
|
||||
(globalCtx->gameOverCtx.state == GAMEOVER_INACTIVE) && (msgCtx->msgMode == MSGMODE_NONE) &&
|
||||
!(player->stateFlags2 & PLAYER_STATE2_24) && (globalCtx->transitionTrigger == TRANS_TRIGGER_OFF) &&
|
||||
(globalCtx->transitionMode == TRANS_MODE_OFF) && !Gameplay_InCsMode(globalCtx) &&
|
||||
(globalCtx->transitionMode == TRANS_MODE_OFF) && !Play_InCsMode(globalCtx) &&
|
||||
(gSaveContext.minigameState != 1) && (globalCtx->shootingGalleryStatus <= 1) &&
|
||||
!((globalCtx->sceneNum == SCENE_BOWLING) && Flags_GetSwitch(globalCtx, 0x38))) {
|
||||
svar6 = 0;
|
||||
|
@ -3996,7 +3996,7 @@ void Interface_Update(GlobalContext* globalCtx) {
|
|||
if ((gSaveContext.timer1State >= 3) && (globalCtx->pauseCtx.state == 0) && (globalCtx->pauseCtx.debugState == 0) &&
|
||||
(msgCtx->msgMode == MSGMODE_NONE) && !(player->stateFlags2 & PLAYER_STATE2_24) &&
|
||||
(globalCtx->transitionTrigger == TRANS_TRIGGER_OFF) && (globalCtx->transitionMode == TRANS_MODE_OFF) &&
|
||||
!Gameplay_InCsMode(globalCtx)) {}
|
||||
!Play_InCsMode(globalCtx)) {}
|
||||
|
||||
if (gSaveContext.rupeeAccumulator != 0) {
|
||||
if (gSaveContext.rupeeAccumulator > 0) {
|
||||
|
|
1124
src/code/z_play.c
1124
src/code/z_play.c
File diff suppressed because it is too large
Load diff
|
@ -616,8 +616,8 @@ void func_8008EEAC(GlobalContext* globalCtx, Actor* actor) {
|
|||
this->unk_664 = actor;
|
||||
this->unk_684 = actor;
|
||||
this->stateFlags1 |= PLAYER_STATE1_16;
|
||||
Camera_SetParam(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN), 8, actor);
|
||||
Camera_ChangeMode(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN), CAM_MODE_FOLLOWTARGET);
|
||||
Camera_SetParam(Play_GetCamera(globalCtx, CAM_ID_MAIN), 8, actor);
|
||||
Camera_ChangeMode(Play_GetCamera(globalCtx, CAM_ID_MAIN), CAM_MODE_FOLLOWTARGET);
|
||||
}
|
||||
|
||||
s32 func_8008EF30(GlobalContext* globalCtx) {
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
|
||||
void Sample_HandleStateChange(SampleContext* this) {
|
||||
if (CHECK_BTN_ALL(this->state.input[0].press.button, BTN_START)) {
|
||||
SET_NEXT_GAMESTATE(&this->state, Gameplay_Init, GlobalContext);
|
||||
SET_NEXT_GAMESTATE(&this->state, Play_Init, GlobalContext);
|
||||
this->state.running = false;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -239,7 +239,7 @@ void func_8009883C(GlobalContext* globalCtx, SceneCmd* cmd) {
|
|||
}
|
||||
|
||||
if (cmd->specialFiles.cUpElfMsgNum != 0) {
|
||||
globalCtx->cUpElfMsgs = Gameplay_LoadFile(globalCtx, &sNaviMsgFiles[cmd->specialFiles.cUpElfMsgNum - 1]);
|
||||
globalCtx->cUpElfMsgs = Play_LoadFile(globalCtx, &sNaviMsgFiles[cmd->specialFiles.cUpElfMsgNum - 1]);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue