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Fix LensMode Enum Names (#1954)
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05c87518e7
commit
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3 changed files with 6 additions and 6 deletions
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@ -225,8 +225,8 @@ typedef struct {
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} GameOverContext; // size = 0x2
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typedef enum {
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/* 0 */ LENS_MODE_HIDE_ACTORS, // lens actors are visible by default, and hidden by using lens (for example, fake walls)
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/* 1 */ LENS_MODE_SHOW_ACTORS // lens actors are invisible by default, and shown by using lens (for example, invisible enemies)
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/* 0 */ LENS_MODE_SHOW_ACTORS, // lens actors are invisible by default, and shown by using lens (for example, invisible enemies)
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/* 1 */ LENS_MODE_HIDE_ACTORS // lens actors are visible by default, and hidden by using lens (for example, fake walls)
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} LensMode;
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typedef enum {
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@ -2452,7 +2452,7 @@ void Actor_DrawLensActors(PlayState* play, s32 numInvisibleActors, Actor** invis
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gDPPipeSync(POLY_XLU_DISP++);
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if (play->roomCtx.curRoom.lensMode == LENS_MODE_HIDE_ACTORS) {
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if (play->roomCtx.curRoom.lensMode == LENS_MODE_SHOW_ACTORS) {
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// Update both the color frame buffer and the z-buffer
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gDPSetOtherMode(POLY_XLU_DISP++,
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G_AD_DISABLE | G_CD_MAGICSQ | G_CK_NONE | G_TC_FILT | G_TF_BILERP | G_TT_NONE | G_TL_TILE |
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@ -2501,7 +2501,7 @@ void Actor_DrawLensActors(PlayState* play, s32 numInvisibleActors, Actor** invis
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// "Magic lens invisible Actor display END"
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gDPNoOpString(POLY_OPA_DISP++, "魔法のメガネ 見えないActor表示 END", numInvisibleActors);
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if (play->roomCtx.curRoom.lensMode != LENS_MODE_HIDE_ACTORS) {
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if (play->roomCtx.curRoom.lensMode != LENS_MODE_SHOW_ACTORS) {
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// Draw the lens overlay to the color frame buffer
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gDPNoOpString(POLY_OPA_DISP++, "青い眼鏡(外側)", 0); // "Blue spectacles (exterior)"
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@ -2596,7 +2596,7 @@ void func_800315AC(PlayState* play, ActorContext* actorCtx) {
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if (!OOT_DEBUG || (HREG(64) != 1) || ((HREG(65) != -1) && (HREG(65) != HREG(66))) || (HREG(71) == 0)) {
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if ((actor->init == NULL) && (actor->draw != NULL) && (actor->flags & (ACTOR_FLAG_5 | ACTOR_FLAG_6))) {
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if ((actor->flags & ACTOR_FLAG_REACT_TO_LENS) &&
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((play->roomCtx.curRoom.lensMode == LENS_MODE_HIDE_ACTORS) || play->actorCtx.lensActive ||
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((play->roomCtx.curRoom.lensMode == LENS_MODE_SHOW_ACTORS) || play->actorCtx.lensActive ||
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(actor->room != play->roomCtx.curRoom.num))) {
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ASSERT(invisibleActorCounter < INVISIBLE_ACTOR_MAX,
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"invisible_actor_counter < INVISIBLE_ACTOR_MAX", "../z_actor.c", 6464);
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@ -89,7 +89,7 @@ void func_8087DB24(BgHakaMegane* this, PlayState* play) {
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this->dyna.actor.objectSlot = this->requiredObjectSlot;
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this->dyna.actor.draw = BgHakaMegane_Draw;
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Actor_SetObjectDependency(play, &this->dyna.actor);
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if (play->roomCtx.curRoom.lensMode != LENS_MODE_HIDE_ACTORS) {
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if (play->roomCtx.curRoom.lensMode != LENS_MODE_SHOW_ACTORS) {
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CollisionHeader* colHeader;
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CollisionHeader* collision;
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