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authorGarrett Cox <garrettjcox@gmail.com>2024-05-03 08:14:28 -0500
committerGitHub <noreply@github.com>2024-05-03 09:14:28 -0400
commitd0bdbd6f5308356794d321e7d7480d0436d7a002 (patch)
treedd8531040669d59f66a3530a1f1ce7862ea5df3e /src/code/z_parameter.c
parent7c93d5e1253bb631cba185918ad2f0957da1c437 (diff)
Document missing gDPSetEnvColor (#1620)
Diffstat (limited to 'src/code/z_parameter.c')
-rw-r--r--src/code/z_parameter.c5
1 files changed, 5 insertions, 0 deletions
diff --git a/src/code/z_parameter.c b/src/code/z_parameter.c
index 3a30fb1a3..3660f923d 100644
--- a/src/code/z_parameter.c
+++ b/src/code/z_parameter.c
@@ -4055,6 +4055,11 @@ void Interface_DrawAmmoCount(PlayState* play, s16 button, s16 alpha) {
}
gDPPipeSync(OVERLAY_DISP++);
+ // @bug Missing a gDPSetEnvColor here, which means the ammo count will be drawn with the last env color set.
+ // Once you have the magic meter, this becomes a non issue, as the magic meter will set the color to black,
+ // but prior to that, when certain conditions are met, the color will have last been set by the wallet icon
+ // causing the ammo count to be drawn incorrectly. This is most obvious when you get deku nuts early on, and
+ // the ammo count is drawn with a shade of green.
if ((button == EQUIP_SLOT_B) && (gSaveContext.minigameStatus == MINIGAME_STATUS_ACTIVE)) {
ammo = play->interfaceCtx.minigameAmmo;