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Fix LensMode Enum Names (#1954)

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inspectredc 2024-06-09 19:43:15 +01:00 committed by GitHub
parent 05c87518e7
commit e88084fe65
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3 changed files with 6 additions and 6 deletions

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@ -225,8 +225,8 @@ typedef struct {
} GameOverContext; // size = 0x2 } GameOverContext; // size = 0x2
typedef enum { typedef enum {
/* 0 */ LENS_MODE_HIDE_ACTORS, // lens actors are visible by default, and hidden by using lens (for example, fake walls) /* 0 */ LENS_MODE_SHOW_ACTORS, // lens actors are invisible by default, and shown by using lens (for example, invisible enemies)
/* 1 */ LENS_MODE_SHOW_ACTORS // lens actors are invisible by default, and shown by using lens (for example, invisible enemies) /* 1 */ LENS_MODE_HIDE_ACTORS // lens actors are visible by default, and hidden by using lens (for example, fake walls)
} LensMode; } LensMode;
typedef enum { typedef enum {

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@ -2452,7 +2452,7 @@ void Actor_DrawLensActors(PlayState* play, s32 numInvisibleActors, Actor** invis
gDPPipeSync(POLY_XLU_DISP++); gDPPipeSync(POLY_XLU_DISP++);
if (play->roomCtx.curRoom.lensMode == LENS_MODE_HIDE_ACTORS) { if (play->roomCtx.curRoom.lensMode == LENS_MODE_SHOW_ACTORS) {
// Update both the color frame buffer and the z-buffer // Update both the color frame buffer and the z-buffer
gDPSetOtherMode(POLY_XLU_DISP++, gDPSetOtherMode(POLY_XLU_DISP++,
G_AD_DISABLE | G_CD_MAGICSQ | G_CK_NONE | G_TC_FILT | G_TF_BILERP | G_TT_NONE | G_TL_TILE | G_AD_DISABLE | G_CD_MAGICSQ | G_CK_NONE | G_TC_FILT | G_TF_BILERP | G_TT_NONE | G_TL_TILE |
@ -2501,7 +2501,7 @@ void Actor_DrawLensActors(PlayState* play, s32 numInvisibleActors, Actor** invis
// "Magic lens invisible Actor display END" // "Magic lens invisible Actor display END"
gDPNoOpString(POLY_OPA_DISP++, "魔法のメガネ 見えないc表示 END", numInvisibleActors); gDPNoOpString(POLY_OPA_DISP++, "魔法のメガネ 見えないc表示 END", numInvisibleActors);
if (play->roomCtx.curRoom.lensMode != LENS_MODE_HIDE_ACTORS) { if (play->roomCtx.curRoom.lensMode != LENS_MODE_SHOW_ACTORS) {
// Draw the lens overlay to the color frame buffer // Draw the lens overlay to the color frame buffer
gDPNoOpString(POLY_OPA_DISP++, "青い眼鏡(外側)", 0); // "Blue spectacles (exterior)" gDPNoOpString(POLY_OPA_DISP++, "青い眼鏡(外側)", 0); // "Blue spectacles (exterior)"
@ -2596,7 +2596,7 @@ void func_800315AC(PlayState* play, ActorContext* actorCtx) {
if (!OOT_DEBUG || (HREG(64) != 1) || ((HREG(65) != -1) && (HREG(65) != HREG(66))) || (HREG(71) == 0)) { if (!OOT_DEBUG || (HREG(64) != 1) || ((HREG(65) != -1) && (HREG(65) != HREG(66))) || (HREG(71) == 0)) {
if ((actor->init == NULL) && (actor->draw != NULL) && (actor->flags & (ACTOR_FLAG_5 | ACTOR_FLAG_6))) { if ((actor->init == NULL) && (actor->draw != NULL) && (actor->flags & (ACTOR_FLAG_5 | ACTOR_FLAG_6))) {
if ((actor->flags & ACTOR_FLAG_REACT_TO_LENS) && if ((actor->flags & ACTOR_FLAG_REACT_TO_LENS) &&
((play->roomCtx.curRoom.lensMode == LENS_MODE_HIDE_ACTORS) || play->actorCtx.lensActive || ((play->roomCtx.curRoom.lensMode == LENS_MODE_SHOW_ACTORS) || play->actorCtx.lensActive ||
(actor->room != play->roomCtx.curRoom.num))) { (actor->room != play->roomCtx.curRoom.num))) {
ASSERT(invisibleActorCounter < INVISIBLE_ACTOR_MAX, ASSERT(invisibleActorCounter < INVISIBLE_ACTOR_MAX,
"invisible_actor_counter < INVISIBLE_ACTOR_MAX", "../z_actor.c", 6464); "invisible_actor_counter < INVISIBLE_ACTOR_MAX", "../z_actor.c", 6464);

View file

@ -89,7 +89,7 @@ void func_8087DB24(BgHakaMegane* this, PlayState* play) {
this->dyna.actor.objectSlot = this->requiredObjectSlot; this->dyna.actor.objectSlot = this->requiredObjectSlot;
this->dyna.actor.draw = BgHakaMegane_Draw; this->dyna.actor.draw = BgHakaMegane_Draw;
Actor_SetObjectDependency(play, &this->dyna.actor); Actor_SetObjectDependency(play, &this->dyna.actor);
if (play->roomCtx.curRoom.lensMode != LENS_MODE_HIDE_ACTORS) { if (play->roomCtx.curRoom.lensMode != LENS_MODE_SHOW_ACTORS) {
CollisionHeader* colHeader; CollisionHeader* colHeader;
CollisionHeader* collision; CollisionHeader* collision;