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Document enum PauseState
game over parts (#2283)
* [document] `enum PauseState`, game over parts * apply Jenkins fixes (automatic code formatting) also, as previously, i've rerun the "make" to check integrity * add `PAUSE_STATE_GAME_OVER_*` comments in case it helps to rename them later, if the need ever arises * improve `PAUSE_STATE_GAME_OVER_SAVE_*` comments also i've noticed, that `z64pause.h` doesn't comply fully with the `.clang-format` temporary changing a couple of setting to - ColumnLimit: 0 - AlignTrailingComments: false fixes the issue. i don't want to push unrelated formatting here * remove redundant comments https://github.com/zeldaret/oot/pull/2283#discussion_r1827652667 * apply PR naming suggestions reverified with > `check_format.py ...` > `make ...`
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@ -63,22 +63,22 @@ typedef enum PauseState {
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/* 5 */ PAUSE_STATE_OPENING_2, // Finish some animations for opening the menu.
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/* 6 */ PAUSE_STATE_MAIN, // Pause menu ready for player inputs.
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/* 7 */ PAUSE_STATE_SAVE_PROMPT, // Save prompt in the pause menu
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/* 8 */ PAUSE_STATE_8,
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/* 9 */ PAUSE_STATE_9,
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/* 10 */ PAUSE_STATE_10,
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/* 11 */ PAUSE_STATE_11,
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/* 12 */ PAUSE_STATE_12,
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/* 13 */ PAUSE_STATE_13,
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/* 14 */ PAUSE_STATE_14,
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/* 15 */ PAUSE_STATE_15,
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/* 16 */ PAUSE_STATE_16,
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/* 17 */ PAUSE_STATE_17,
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/* 8 */ PAUSE_STATE_GAME_OVER_START,
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/* 9 */ PAUSE_STATE_GAME_OVER_WAIT_BG_PRERENDER,
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/* 10 */ PAUSE_STATE_GAME_OVER_INIT,
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/* 11 */ PAUSE_STATE_GAME_OVER_SHOW_MESSAGE,
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/* 12 */ PAUSE_STATE_GAME_OVER_WINDOW_DELAY,
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/* 13 */ PAUSE_STATE_GAME_OVER_SHOW_WINDOW, // Show background and animate
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/* 14 */ PAUSE_STATE_GAME_OVER_SAVE_PROMPT, // Ask "Would you like to save?", apply the choice
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/* 15 */ PAUSE_STATE_GAME_OVER_SAVED, // Show "Game saved.", wait for the delay or input
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/* 16 */ PAUSE_STATE_GAME_OVER_CONTINUE_PROMPT, // Ask "Continue playing?"
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/* 17 */ PAUSE_STATE_GAME_OVER_FINISH, // Fade out, then apply the choice
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/* 18 */ PAUSE_STATE_CLOSING, // Animate the pause menu closing
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/* 19 */ PAUSE_STATE_RESUME_GAMEPLAY // Handles returning to normal gameplay once the pause menu is visually closed
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} PauseState;
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#define IS_PAUSE_STATE_GAMEOVER(pauseCtx) \
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(((pauseCtx)->state >= PAUSE_STATE_8) && ((pauseCtx)->state <= PAUSE_STATE_17))
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(((pauseCtx)->state >= PAUSE_STATE_GAME_OVER_START) && ((pauseCtx)->state <= PAUSE_STATE_GAME_OVER_FINISH))
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#define IS_PAUSED(pauseCtx) \
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(((pauseCtx)->state != PAUSE_STATE_OFF) || ((pauseCtx)->debugState != 0))
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