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| author | Garrett Cox <garrettjcox@gmail.com> | 2024-05-03 08:14:28 -0500 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-05-03 09:14:28 -0400 |
| commit | d0bdbd6f5308356794d321e7d7480d0436d7a002 (patch) | |
| tree | dd8531040669d59f66a3530a1f1ce7862ea5df3e /src/code | |
| parent | 7c93d5e1253bb631cba185918ad2f0957da1c437 (diff) | |
Document missing gDPSetEnvColor (#1620)
Diffstat (limited to 'src/code')
| -rw-r--r-- | src/code/z_parameter.c | 5 |
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; |
