mirror of
https://github.com/zeldaret/oot.git
synced 2024-11-14 21:40:03 +00:00
Fix LensMode Enum Names (#1954)
This commit is contained in:
parent
05c87518e7
commit
e88084fe65
3 changed files with 6 additions and 6 deletions
|
@ -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 {
|
||||||
|
|
|
@ -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Actor表示 END", numInvisibleActors);
|
gDPNoOpString(POLY_OPA_DISP++, "魔法のメガネ 見えないActor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);
|
||||||
|
|
|
@ -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;
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue