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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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475b8a1eba
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20 changed files with 174 additions and 139 deletions
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@ -2139,7 +2139,7 @@ void Interface_SetDoAction(PlayState* play, u16 action) {
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interfaceCtx->unk_1EC = 1;
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interfaceCtx->unk_1F4 = 0.0f;
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Interface_LoadActionLabel(interfaceCtx, action, 1);
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if (pauseCtx->state != 0) {
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if (pauseCtx->state != PAUSE_STATE_OFF) {
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interfaceCtx->unk_1EC = 3;
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}
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}
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@ -2556,7 +2556,7 @@ void Magic_Update(PlayState* play) {
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case MAGIC_STATE_CONSUME_LENS:
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// Slowly consume magic while lens is on
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if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0) && (msgCtx->msgMode == MSGMODE_NONE) &&
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if (!IS_PAUSED(&play->pauseCtx) && (msgCtx->msgMode == MSGMODE_NONE) &&
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(play->gameOverCtx.state == GAMEOVER_INACTIVE) && (play->transitionTrigger == TRANS_TRIGGER_OFF) &&
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(play->transitionMode == TRANS_MODE_OFF) && !Play_InCsMode(play)) {
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if ((gSaveContext.save.info.playerData.magic == 0) ||
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@ -2812,8 +2812,8 @@ void Interface_DrawItemButtons(PlayState* play) {
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(R_ITEM_BTN_X(3) + R_ITEM_BTN_WIDTH(3)) << 2, (R_ITEM_BTN_Y(3) + R_ITEM_BTN_WIDTH(3)) << 2,
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G_TX_RENDERTILE, 0, 0, R_ITEM_BTN_DD(3) << 1, R_ITEM_BTN_DD(3) << 1);
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if ((pauseCtx->state < 8) || (pauseCtx->state >= 18)) {
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if ((play->pauseCtx.state != 0) || (play->pauseCtx.debugState != 0)) {
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if (!IS_PAUSE_STATE_GAMEOVER(pauseCtx)) {
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if (IS_PAUSED(&play->pauseCtx)) {
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// Start Button Texture, Color & Label
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gDPPipeSync(OVERLAY_DISP++);
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 120, 120, 120, interfaceCtx->startAlpha);
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@ -2841,8 +2841,7 @@ void Interface_DrawItemButtons(PlayState* play) {
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}
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}
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if (interfaceCtx->naviCalling && (play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0) &&
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(play->csCtx.state == CS_STATE_IDLE)) {
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if (interfaceCtx->naviCalling && !IS_PAUSED(&play->pauseCtx) && (play->csCtx.state == CS_STATE_IDLE)) {
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if (!sCUpInvisible) {
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// C-Up Button Texture, Color & Label (Navi Text)
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gDPPipeSync(OVERLAY_DISP++);
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@ -3372,7 +3371,7 @@ void Interface_Draw(PlayState* play) {
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func_8008A994(interfaceCtx);
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if ((pauseCtx->state == 6) && (pauseCtx->unk_1E4 == 3)) {
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if ((pauseCtx->state == PAUSE_STATE_6) && (pauseCtx->unk_1E4 == 3)) {
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// Inventory Equip Effects
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gSPSegment(OVERLAY_DISP++, 0x08, pauseCtx->iconItemSegment);
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Gfx_SetupDL_42Overlay(play->state.gfxCtx);
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@ -3423,7 +3422,7 @@ void Interface_Draw(PlayState* play) {
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Gfx_SetupDL_39Overlay(play->state.gfxCtx);
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if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0)) {
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if (!IS_PAUSED(&play->pauseCtx)) {
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if (gSaveContext.minigameState != 1) {
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// Carrots rendering if the action corresponds to riding a horse
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if (interfaceCtx->unk_1EE == 8) {
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@ -3520,11 +3519,10 @@ void Interface_Draw(PlayState* play) {
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}
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}
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if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0) &&
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(play->gameOverCtx.state == GAMEOVER_INACTIVE) && (msgCtx->msgMode == MSGMODE_NONE) &&
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!(player->stateFlags2 & PLAYER_STATE2_24) && (play->transitionTrigger == TRANS_TRIGGER_OFF) &&
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(play->transitionMode == TRANS_MODE_OFF) && !Play_InCsMode(play) && (gSaveContext.minigameState != 1) &&
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(play->shootingGalleryStatus <= 1) &&
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if (!IS_PAUSED(&play->pauseCtx) && (play->gameOverCtx.state == GAMEOVER_INACTIVE) &&
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(msgCtx->msgMode == MSGMODE_NONE) && !(player->stateFlags2 & PLAYER_STATE2_24) &&
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(play->transitionTrigger == TRANS_TRIGGER_OFF) && (play->transitionMode == TRANS_MODE_OFF) &&
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!Play_InCsMode(play) && (gSaveContext.minigameState != 1) && (play->shootingGalleryStatus <= 1) &&
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!((play->sceneId == SCENE_BOMBCHU_BOWLING_ALLEY) && Flags_GetSwitch(play, 0x38))) {
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timerId = TIMER_ID_MAIN;
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@ -3977,7 +3975,7 @@ void Interface_Update(PlayState* play) {
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osSyncPrintf("J_N=%x J_N=%x\n", gSaveContext.language, &gSaveContext.language);
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}
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if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0)) {
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if (!IS_PAUSED(&play->pauseCtx)) {
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if ((gSaveContext.minigameState == 1) || !IS_CUTSCENE_LAYER ||
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((play->sceneId == SCENE_LON_LON_RANCH) && (gSaveContext.sceneLayer == 4))) {
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if ((msgCtx->msgMode == MSGMODE_NONE) ||
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@ -4130,10 +4128,10 @@ void Interface_Update(PlayState* play) {
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Health_UpdateMeter(play);
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if ((gSaveContext.timerState >= TIMER_STATE_ENV_HAZARD_MOVE) && (play->pauseCtx.state == 0) &&
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(play->pauseCtx.debugState == 0) && (msgCtx->msgMode == MSGMODE_NONE) &&
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!(player->stateFlags2 & PLAYER_STATE2_24) && (play->transitionTrigger == TRANS_TRIGGER_OFF) &&
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(play->transitionMode == TRANS_MODE_OFF) && !Play_InCsMode(play)) {}
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if ((gSaveContext.timerState >= TIMER_STATE_ENV_HAZARD_MOVE) && !IS_PAUSED(&play->pauseCtx) &&
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(msgCtx->msgMode == MSGMODE_NONE) && !(player->stateFlags2 & PLAYER_STATE2_24) &&
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(play->transitionTrigger == TRANS_TRIGGER_OFF) && (play->transitionMode == TRANS_MODE_OFF) &&
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!Play_InCsMode(play)) {}
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if (gSaveContext.rupeeAccumulator != 0) {
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if (gSaveContext.rupeeAccumulator > 0) {
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@ -4216,7 +4214,7 @@ void Interface_Update(PlayState* play) {
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WREG(7) = interfaceCtx->unk_1F4;
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// Update Magic
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if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0) && (msgCtx->msgMode == MSGMODE_NONE) &&
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if (!IS_PAUSED(&play->pauseCtx) && (msgCtx->msgMode == MSGMODE_NONE) &&
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(play->transitionTrigger == TRANS_TRIGGER_OFF) && (play->gameOverCtx.state == GAMEOVER_INACTIVE) &&
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(play->transitionMode == TRANS_MODE_OFF) && ((play->csCtx.state == CS_STATE_IDLE) || !Player_InCsMode(play))) {
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