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G_Switch, Syateki_Itm, and Syateki_Man (Shooting gallery and related actors) (#523)
* Darkmeiro decompilation Bg_Gnd_Darkmeiro decompiled, matched, and documented. * give this a shot * fix conflict * one more try * could be useful * whoops * ZAP2 stuff * ZAP why * ZAP again * rupees and, for some reason, pots * and now an even larger man * now for the gallery * more progress * naming continues * even more docs * another match * match, fix, a new enum * Update src/overlays/actors/ovl_En_Syateki_Man/z_en_syateki_man.c * fixes except globalctx * well one more * and now globalCtx
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67 changed files with 1464 additions and 4117 deletions
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@ -44,8 +44,8 @@ void KaleidoSetup_Update(GlobalContext* globalCtx) {
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if (pauseCtx->state == 0 && pauseCtx->flag == 0 && globalCtx->unk_10A20 == 0 && globalCtx->sceneLoadFlag == 0 &&
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globalCtx->transitionMode == 0 && gSaveContext.cutsceneIndex < 0xFFF0 &&
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gSaveContext.nextCutsceneIndex < 0xFFF0 && !Gameplay_InCsMode(globalCtx) && globalCtx->unk_11E5C < 2 &&
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gSaveContext.unk_13F0 != 8 && gSaveContext.unk_13F0 != 9 &&
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gSaveContext.nextCutsceneIndex < 0xFFF0 && !Gameplay_InCsMode(globalCtx) &&
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globalCtx->shootingGalleryStatus <= 1 && gSaveContext.unk_13F0 != 8 && gSaveContext.unk_13F0 != 9 &&
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(globalCtx->sceneNum != SCENE_BOWLING || !Flags_GetSwitch(globalCtx, 0x38))) {
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if (CHECK_BTN_ALL(input->cur.button, BTN_L) && CHECK_BTN_ALL(input->press.button, BTN_CUP)) {
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@ -608,7 +608,7 @@ void func_80083108(GlobalContext* globalCtx) {
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((globalCtx->sceneNum == SCENE_SPOT20) && (gSaveContext.cutsceneIndex == 0xFFF0))) {
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gSaveContext.unk_13E7 = 0;
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if ((player->stateFlags1 & 0x00800000) || (globalCtx->unk_11E5C >= 2) ||
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if ((player->stateFlags1 & 0x00800000) || (globalCtx->shootingGalleryStatus > 1) ||
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((globalCtx->sceneNum == SCENE_BOWLING) && Flags_GetSwitch(globalCtx, 0x38))) {
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if (gSaveContext.equips.buttonItems[0] != ITEM_NONE) {
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gSaveContext.unk_13E7 = 1;
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@ -629,7 +629,7 @@ void func_80083108(GlobalContext* globalCtx) {
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Interface_LoadItemIcon1(globalCtx, 0);
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} else {
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gSaveContext.equips.buttonItems[0] = ITEM_BOW;
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if (globalCtx->unk_11E5C >= 2) {
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if (globalCtx->shootingGalleryStatus > 1) {
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if (LINK_AGE_IN_YEARS == YEARS_CHILD) {
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gSaveContext.equips.buttonItems[0] = ITEM_SLINGSHOT;
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}
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@ -653,7 +653,7 @@ void func_80083108(GlobalContext* globalCtx) {
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Interface_ChangeAlpha(1);
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} else if (gSaveContext.minigameState == 1) {
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Interface_ChangeAlpha(8);
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} else if (globalCtx->unk_11E5C >= 2) {
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} else if (globalCtx->shootingGalleryStatus > 1) {
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Interface_ChangeAlpha(8);
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} else if ((globalCtx->sceneNum == SCENE_BOWLING) && Flags_GetSwitch(globalCtx, 0x38)) {
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Interface_ChangeAlpha(8);
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@ -2867,10 +2867,10 @@ void Interface_DrawAmmoCount(GlobalContext* globalCtx, s16 button, s16 alpha) {
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if ((button == 0) && (gSaveContext.minigameState == 1)) {
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ammo = globalCtx->interfaceCtx.hbaAmmo;
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} else if ((button == 0) && (globalCtx->unk_11E5C >= 2)) {
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ammo = globalCtx->unk_11E5C - 1;
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} else if ((button == 0) && (globalCtx->shootingGalleryStatus > 1)) {
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ammo = globalCtx->shootingGalleryStatus - 1;
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} else if ((button == 0) && (globalCtx->sceneNum == SCENE_BOWLING) && Flags_GetSwitch(globalCtx, 0x38)) {
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ammo = globalCtx->bombchuBowlingAmmo;
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ammo = globalCtx->bombchuBowlingStatus;
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if (ammo < 0) {
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ammo = 0;
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}
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@ -3208,7 +3208,7 @@ void Interface_Draw(GlobalContext* globalCtx) {
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if (gSaveContext.equips.buttonItems[0] != ITEM_NONE) {
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Interface_DrawItemIconTexture(globalCtx, (void*)(u32)interfaceCtx->icon_itemSegment, 0);
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if ((player->stateFlags1 & 0x00800000) || (globalCtx->unk_11E5C >= 2) ||
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if ((player->stateFlags1 & 0x00800000) || (globalCtx->shootingGalleryStatus > 1) ||
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((globalCtx->sceneNum == SCENE_BOWLING) && Flags_GetSwitch(globalCtx, 0x38))) {
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gDPPipeSync(OVERLAY_DISP++);
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gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE,
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@ -3495,7 +3495,7 @@ void Interface_Draw(GlobalContext* globalCtx) {
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if ((globalCtx->pauseCtx.state == 0) && (globalCtx->pauseCtx.flag == 0) && (globalCtx->unk_10A20 == 0) &&
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(msgCtx->msgMode == 0) && !(player->stateFlags2 & 0x01000000) && (globalCtx->sceneLoadFlag == 0) &&
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(globalCtx->transitionMode == 0) && !Gameplay_InCsMode(globalCtx) && (gSaveContext.minigameState != 1) &&
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(globalCtx->unk_11E5C < 2) &&
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(globalCtx->shootingGalleryStatus <= 1) &&
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!((globalCtx->sceneNum == SCENE_BOWLING) && Flags_GetSwitch(globalCtx, 0x38))) {
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sp274 = 0;
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switch (gSaveContext.timer1State) {
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@ -416,7 +416,7 @@ s32 func_8008EF30(GlobalContext* globalCtx) {
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}
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s32 func_8008EF44(GlobalContext* globalCtx, s32 ammo) {
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globalCtx->unk_11E5C = ammo + 1;
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globalCtx->shootingGalleryStatus = ammo + 1;
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return 1;
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}
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