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* ActorContext * frameadvance * SfxSource * GameOverContext * RoomContext * TransitionActorContext * fix bss * Move PlayState * Move play functions to new header * SAC_ENABLE * no longer needed * SAC_ENABLE again * z_demo being silly * comment * format headers * fix retail bss * actually fix bss * Cutscene_ProcessScript comment * bss again * Update src/code/z_demo.c Co-authored-by: cadmic <cadmic24@gmail.com> * rename to frame_advance and remove it from z64.h * move macros too * review * Rename SequenceContext to SceneSequences --------- Co-authored-by: cadmic <cadmic24@gmail.com>
29 lines
1.1 KiB
C
29 lines
1.1 KiB
C
#ifndef Z64GAME_OVER_H
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#define Z64GAME_OVER_H
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#include "ultra64.h"
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struct PlayState;
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typedef enum GameOverState {
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/* 00 */ GAMEOVER_INACTIVE,
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/* 01 */ GAMEOVER_DEATH_START,
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/* 02 */ GAMEOVER_DEATH_WAIT_GROUND, // wait for link to fall and hit the ground
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/* 03 */ GAMEOVER_DEATH_DELAY_MENU, // wait for 1 second before showing the game over menu
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/* 04 */ GAMEOVER_DEATH_MENU, // do nothing while kaleidoscope handles the game over menu
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/* 20 */ GAMEOVER_REVIVE_START = 20,
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/* 21 */ GAMEOVER_REVIVE_RUMBLE,
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/* 22 */ GAMEOVER_REVIVE_WAIT_GROUND, // wait for link to fall and hit the ground
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/* 23 */ GAMEOVER_REVIVE_WAIT_FAIRY, // wait for the fairy to rise all the way up out of links body
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/* 24 */ GAMEOVER_REVIVE_FADE_OUT // fade out the game over lights as link is revived and gets back up
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} GameOverState;
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typedef struct GameOverContext {
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/* 0x00 */ u16 state;
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} GameOverContext; // size = 0x2
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void GameOver_Init(struct PlayState* play);
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void GameOver_FadeInLights(struct PlayState* play);
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void GameOver_Update(struct PlayState* play);
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#endif
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