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authorAnghelo Carvajal <angheloalf95@gmail.com>2023-03-24 15:29:54 -0300
committerGitHub <noreply@github.com>2023-03-24 15:29:54 -0300
commit045c3537a9bae4fa7fb33985c7834f3c956d42f1 (patch)
treed6e22df39f8e090a4f72a426d18f75420087811e /src/code
parent147e4fcedca332070ca15dbc1db358ce2d42972c (diff)
`z64game_over.h` (#1183)
* z64game_over.h * format * Update include/z64game_over.h Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> --------- Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
Diffstat (limited to 'src/code')
-rw-r--r--src/code/z_game_over.c20
1 files changed, 15 insertions, 5 deletions
diff --git a/src/code/z_game_over.c b/src/code/z_game_over.c
index ec5d3b05c..01eaf2cd8 100644
--- a/src/code/z_game_over.c
+++ b/src/code/z_game_over.c
@@ -1,6 +1,10 @@
-#include "global.h"
+#include "z64game_over.h"
#include "z64rumble.h"
#include "z64shrink_window.h"
+#include "z64.h"
+#include "functions.h"
+#include "variables.h"
+#include "macros.h"
void GameOver_Init(PlayState* play) {
play->gameOverCtx.state = GAMEOVER_INACTIVE;
@@ -67,6 +71,7 @@ void GameOver_Update(PlayState* play) {
Rumble_Request(0.0f, 126, 124, 63);
gameOverCtx->state = GAMEOVER_DEATH_WAIT_GROUND;
break;
+
case GAMEOVER_DEATH_FADE_OUT:
if (Audio_GetActiveSequence(SEQ_PLAYER_FANFARE) != NA_BGM_GAME_OVER) {
func_80169F78(&play->state);
@@ -83,31 +88,36 @@ void GameOver_Update(PlayState* play) {
Rumble_StateReset();
}
break;
+
case GAMEOVER_REVIVE_START:
- gameOverCtx->state++;
+ gameOverCtx->state++; // GAMEOVER_REVIVE_RUMBLE
sGameOverTimer = 0;
Kankyo_InitGameOverLights(play);
ShrinkWindow_Letterbox_SetSizeTarget(32);
break;
+
case GAMEOVER_REVIVE_RUMBLE:
sGameOverTimer = 50;
- gameOverCtx->state++;
+ gameOverCtx->state++; // GAMEOVER_REVIVE_WAIT_GROUND
Rumble_Request(0.0f, 126, 124, 63);
break;
+
case GAMEOVER_REVIVE_WAIT_GROUND:
sGameOverTimer--;
if (sGameOverTimer == 0) {
sGameOverTimer = 64;
- gameOverCtx->state++;
+ gameOverCtx->state++; // GAMEOVER_REVIVE_WAIT_FAIRY
}
break;
+
case GAMEOVER_REVIVE_WAIT_FAIRY:
sGameOverTimer--;
if (sGameOverTimer == 0) {
sGameOverTimer = 50;
- gameOverCtx->state++;
+ gameOverCtx->state++; // GAMEOVER_REVIVE_FADE_OUT
}
break;
+
case GAMEOVER_REVIVE_FADE_OUT:
Kankyo_FadeOutGameOverLights(play);
sGameOverTimer--;