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https://github.com/zeldaret/oot.git
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Merge branch 'master' into doc_pause_menu
This commit is contained in:
commit
d43613694c
188 changed files with 4328 additions and 3791 deletions
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@ -8,7 +8,7 @@ Input* D_8012D1F8 = NULL;
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TransitionTile sTransitionTile;
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s32 gTransitionTileState;
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VisMono D_80161498;
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VisMono sPlayVisMono;
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Color_RGBA8_u32 gVisMonoColor;
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FaultClient D_801614B8;
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s16 sTransitionFillTimer;
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@ -199,7 +199,7 @@ void Play_Destroy(GameState* thisx) {
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Letterbox_Destroy();
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TransitionFade_Destroy(&this->transitionFadeFlash);
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VisMono_Destroy(&D_80161498);
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VisMono_Destroy(&sPlayVisMono);
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if (gSaveContext.save.linkAge != this->linkAgeOnLoad) {
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Inventory_SwapAgeEquipment();
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@ -390,7 +390,7 @@ void Play_Init(GameState* thisx) {
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TransitionFade_SetType(&this->transitionFadeFlash, TRANS_INSTANCE_TYPE_FADE_FLASH);
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TransitionFade_SetColor(&this->transitionFadeFlash, RGBA8(160, 160, 160, 255));
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TransitionFade_Start(&this->transitionFadeFlash);
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VisMono_Init(&D_80161498);
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VisMono_Init(&sPlayVisMono);
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gVisMonoColor.a = 0;
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CutsceneFlags_UnsetAll(this);
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@ -482,8 +482,8 @@ void Play_Update(PlayState* this) {
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ActorOverlayTable_LogPrint();
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}
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gSegments[4] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
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gSegments[5] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
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gSegments[4] = VIRTUAL_TO_PHYSICAL(this->objectCtx.slots[this->objectCtx.mainKeepSlot].segment);
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gSegments[5] = VIRTUAL_TO_PHYSICAL(this->objectCtx.slots[this->objectCtx.subKeepSlot].segment);
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gSegments[2] = VIRTUAL_TO_PHYSICAL(this->sceneSegment);
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if (FrameAdvance_Update(&this->frameAdvCtx, &input[1])) {
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@ -855,7 +855,7 @@ void Play_Update(PlayState* this) {
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AnimationContext_Reset(&this->animationCtx);
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PLAY_LOG(3561);
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Object_UpdateBank(&this->objectCtx);
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Object_UpdateEntries(&this->objectCtx);
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PLAY_LOG(3577);
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@ -1035,21 +1035,21 @@ void Play_Draw(PlayState* this) {
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OPEN_DISPS(gfxCtx, "../z_play.c", 3907);
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gSegments[4] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
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gSegments[5] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
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gSegments[4] = VIRTUAL_TO_PHYSICAL(this->objectCtx.slots[this->objectCtx.mainKeepSlot].segment);
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gSegments[5] = VIRTUAL_TO_PHYSICAL(this->objectCtx.slots[this->objectCtx.subKeepSlot].segment);
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gSegments[2] = VIRTUAL_TO_PHYSICAL(this->sceneSegment);
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gSPSegment(POLY_OPA_DISP++, 0x00, NULL);
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gSPSegment(POLY_XLU_DISP++, 0x00, NULL);
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gSPSegment(OVERLAY_DISP++, 0x00, NULL);
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gSPSegment(POLY_OPA_DISP++, 0x04, this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
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gSPSegment(POLY_XLU_DISP++, 0x04, this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
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gSPSegment(OVERLAY_DISP++, 0x04, this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
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gSPSegment(POLY_OPA_DISP++, 0x04, this->objectCtx.slots[this->objectCtx.mainKeepSlot].segment);
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gSPSegment(POLY_XLU_DISP++, 0x04, this->objectCtx.slots[this->objectCtx.mainKeepSlot].segment);
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gSPSegment(OVERLAY_DISP++, 0x04, this->objectCtx.slots[this->objectCtx.mainKeepSlot].segment);
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gSPSegment(POLY_OPA_DISP++, 0x05, this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
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gSPSegment(POLY_XLU_DISP++, 0x05, this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
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gSPSegment(OVERLAY_DISP++, 0x05, this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
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gSPSegment(POLY_OPA_DISP++, 0x05, this->objectCtx.slots[this->objectCtx.subKeepSlot].segment);
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gSPSegment(POLY_XLU_DISP++, 0x05, this->objectCtx.slots[this->objectCtx.subKeepSlot].segment);
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gSPSegment(OVERLAY_DISP++, 0x05, this->objectCtx.slots[this->objectCtx.subKeepSlot].segment);
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gSPSegment(POLY_OPA_DISP++, 0x02, this->sceneSegment);
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gSPSegment(POLY_XLU_DISP++, 0x02, this->sceneSegment);
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@ -1103,8 +1103,8 @@ void Play_Draw(PlayState* this) {
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TransitionFade_Draw(&this->transitionFadeFlash, &gfxP);
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if (gVisMonoColor.a > 0) {
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D_80161498.primColor.rgba = gVisMonoColor.rgba;
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VisMono_Draw(&D_80161498, &gfxP);
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sPlayVisMono.vis.primColor.rgba = gVisMonoColor.rgba;
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VisMono_Draw(&sPlayVisMono, &gfxP);
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}
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gSPEndDisplayList(gfxP++);
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@ -1434,7 +1434,7 @@ void Play_InitScene(PlayState* this, s32 spawn) {
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this->numActorEntries = 0;
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Object_InitBank(this, &this->objectCtx);
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Object_InitContext(this, &this->objectCtx);
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LightContext_Init(this, &this->lightCtx);
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TransitionActor_InitContext(&this->state, &this->transiActorCtx);
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func_80096FD4(this, &this->roomCtx.curRoom);
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