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Document pause states (excluding gameover) (#1483)

* Document PauseContext.state

* Very light docs surrounding pause states

* PAUSE_STATE_UNPAUSE -> PAUSE_STATE_RESUME_GAMEPLAY and comment on purpose in the enum

* PAUSE_STATE_MAIN -> PAUSE_STATE_6

* format

* Player_InitDrawPause -> Player_InitPauseDrawData
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Dragorn421 2023-09-06 17:14:15 +02:00 committed by GitHub
parent 475b8a1eba
commit d314cfe923
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20 changed files with 174 additions and 139 deletions

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@ -3154,7 +3154,7 @@ f32 BgCheck_RaycastDownDyna(DynaRaycastDown* dynaRaycastDown) {
f32 result;
f32 intersect2;
s32 i2;
s32 pauseState;
s32 isPaused;
DynaPolyActor* dynaActor;
s32 pad;
Vec3f polyVtx[3];
@ -3223,11 +3223,8 @@ f32 BgCheck_RaycastDownDyna(DynaRaycastDown* dynaRaycastDown) {
dynaActor = DynaPoly_GetActor(dynaRaycastDown->colCtx, *dynaRaycastDown->bgId);
if ((result != BGCHECK_Y_MIN) && (dynaActor != NULL) && (dynaRaycastDown->play != NULL)) {
pauseState = dynaRaycastDown->play->pauseCtx.state != 0;
if (pauseState == 0) {
pauseState = dynaRaycastDown->play->pauseCtx.debugState != 0;
}
if (!pauseState && (dynaRaycastDown->colCtx->dyna.bgActorFlags[*dynaRaycastDown->bgId] & BGACTOR_1)) {
isPaused = IS_PAUSED(&dynaRaycastDown->play->pauseCtx);
if (!isPaused && (dynaRaycastDown->colCtx->dyna.bgActorFlags[*dynaRaycastDown->bgId] & BGACTOR_1)) {
curTransform = &dynaRaycastDown->dyna->bgActors[*dynaRaycastDown->bgId].curTransform;
polyMin =
&dynaRaycastDown->dyna