diff options
| author | inspectredc <78732756+inspectredc@users.noreply.github.com> | 2024-05-09 15:58:52 +0100 |
|---|---|---|
| committer | Garrett Cox <garrettjcox@gmail.com> | 2024-05-22 09:05:04 -0500 |
| commit | ad478cfc594ec8820bda726b3dc5fffe2df65e30 (patch) | |
| tree | bcea98a74768141b8f812373abeb939116e6d770 /mm/src/code/z_message.c | |
| parent | 1d5d9be0694e0ee6886925ca81929900e7047c9a (diff) | |
DPad Items (#228)
* Initial Dpad
* remove old hud stuff
* and comment
* s..
* add dpad equip macro back in
* fix inputs
* fix equipping (hopefully all)
* finish some todos
* add 2s2h asset header
* check dpad macro
* remove 2s2h_assets
* re-add empty texture
* use correct struct for default dpad equips
* dpad save stuff
* fix item offering, use correct equip offset values
* finally figure out unk_154 and fix mask equipping
* avoid ugly code
* add necessary condition
* correct save names for dpad items/slots
* remove todos and sort out suggestions and rename cvar
* func standardise renaming
* Add dpad to hud presets
* dpad save migration
Diffstat (limited to 'mm/src/code/z_message.c')
| -rw-r--r-- | mm/src/code/z_message.c | 12 |
1 files changed, 8 insertions, 4 deletions
diff --git a/mm/src/code/z_message.c b/mm/src/code/z_message.c index aff05b005..becbe0695 100644 --- a/mm/src/code/z_message.c +++ b/mm/src/code/z_message.c @@ -14,9 +14,7 @@ #include "assets/interface/message_texture_static/message_texture_static.h" #include <string.h> -// #region 2S2H [Port] Asset tables we can pull from instead of from ROM -#define dgEmptyTexture "__OTR__textures/virtual/gEmptyTexture" -static const ALIGN_ASSET(2) char gEmptyTexture[] = dgEmptyTexture; +#include "2s2h_assets.h" const char* gBombersNotebookPhotos[] = { gBombersNotebookPhotoAnjuTex, @@ -2883,7 +2881,13 @@ void Message_Decode(PlayState* play) { decodedBufPos--; } else if (curChar == 0x22E) { digits[0] = digits[1] = digits[2] = 0; - digits[3] = gItemPrices[GET_CUR_FORM_BTN_ITEM(player->heldItemButton)]; + // #region 2S2H [Dpad] + if (IS_HELD_DPAD(player->heldItemButton)) { + digits[3] = gItemPrices[DPAD_GET_CUR_FORM_BTN_ITEM(HELD_ITEM_TO_DPAD(player->heldItemButton))]; + } else { + digits[3] = gItemPrices[GET_CUR_FORM_BTN_ITEM(player->heldItemButton)]; + } + // #endregion while (digits[3] >= 1000) { digits[0]++; |
