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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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GPG key ID: 4AEE18F83AFDEB23
20 changed files with 174 additions and 139 deletions

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@ -1641,7 +1641,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Ve
}
}
u32 func_80091738(PlayState* play, u8* segment, SkelAnime* skelAnime) {
u32 Player_InitPauseDrawData(PlayState* play, u8* segment, SkelAnime* skelAnime) {
s16 linkObjectId = gLinkObjectIds[(void)0, gSaveContext.save.linkAge];
u32 size;
void* ptr;
@ -1663,7 +1663,7 @@ u32 func_80091738(PlayState* play, u8* segment, SkelAnime* skelAnime) {
SkelAnime_InitLink(play, skelAnime, gPlayerSkelHeaders[(void)0, gSaveContext.save.linkAge],
&gPlayerAnim_link_normal_wait, 9, ptr, ptr, PLAYER_LIMB_MAX);
return size + PAUSE_EQUIP_BUFFER_SIZE + PAUSE_PLAYER_SEGMENT_GAMEPLAY_KEEP_BUFFER_SIZE +
return PAUSE_EQUIP_BUFFER_SIZE + PAUSE_PLAYER_SEGMENT_GAMEPLAY_KEEP_BUFFER_SIZE + size +
sizeof(Vec3s[PLAYER_LIMB_BUF_COUNT]);
}