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| author | Leonid Kapitonov <Feacur@gmail.com> | 2024-11-15 09:37:10 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-11-15 03:37:10 -0500 |
| commit | e46fcbdbc95a2b1a87f1a79f7d40be19fc2013ee (patch) | |
| tree | c38a8a63cb59e68aa5653b9b19633fa93a3e3ee4 /include | |
| parent | c55a1dab5727784a4a7510cdb6602d539134a7f1 (diff) | |
Document `enum PauseState` game over parts (#2283)
* [document] `enum PauseState`, game over parts
* apply Jenkins fixes (automatic code formatting)
also, as previously, i've rerun the "make" to check integrity
* add `PAUSE_STATE_GAME_OVER_*` comments
in case it helps to rename them later, if the need ever arises
* improve `PAUSE_STATE_GAME_OVER_SAVE_*` comments
also i've noticed, that `z64pause.h` doesn't comply fully with the `.clang-format`
temporary changing a couple of setting to
- ColumnLimit: 0
- AlignTrailingComments: false
fixes the issue. i don't want to push unrelated formatting here
* remove redundant comments
https://github.com/zeldaret/oot/pull/2283#discussion_r1827652667
* apply PR naming suggestions
reverified with
> `check_format.py ...`
> `make ...`
Diffstat (limited to 'include')
| -rw-r--r-- | include/z64pause.h | 22 |
1 files changed, 11 insertions, 11 deletions
diff --git a/include/z64pause.h b/include/z64pause.h index e21b2458f..3a698f532 100644 --- a/include/z64pause.h +++ b/include/z64pause.h @@ -63,22 +63,22 @@ typedef enum PauseState { /* 5 */ PAUSE_STATE_OPENING_2, // Finish some animations for opening the menu. /* 6 */ PAUSE_STATE_MAIN, // Pause menu ready for player inputs. /* 7 */ PAUSE_STATE_SAVE_PROMPT, // Save prompt in the pause menu - /* 8 */ PAUSE_STATE_8, - /* 9 */ PAUSE_STATE_9, - /* 10 */ PAUSE_STATE_10, - /* 11 */ PAUSE_STATE_11, - /* 12 */ PAUSE_STATE_12, - /* 13 */ PAUSE_STATE_13, - /* 14 */ PAUSE_STATE_14, - /* 15 */ PAUSE_STATE_15, - /* 16 */ PAUSE_STATE_16, - /* 17 */ PAUSE_STATE_17, + /* 8 */ PAUSE_STATE_GAME_OVER_START, + /* 9 */ PAUSE_STATE_GAME_OVER_WAIT_BG_PRERENDER, + /* 10 */ PAUSE_STATE_GAME_OVER_INIT, + /* 11 */ PAUSE_STATE_GAME_OVER_SHOW_MESSAGE, + /* 12 */ PAUSE_STATE_GAME_OVER_WINDOW_DELAY, + /* 13 */ PAUSE_STATE_GAME_OVER_SHOW_WINDOW, // Show background and animate + /* 14 */ PAUSE_STATE_GAME_OVER_SAVE_PROMPT, // Ask "Would you like to save?", apply the choice + /* 15 */ PAUSE_STATE_GAME_OVER_SAVED, // Show "Game saved.", wait for the delay or input + /* 16 */ PAUSE_STATE_GAME_OVER_CONTINUE_PROMPT, // Ask "Continue playing?" + /* 17 */ PAUSE_STATE_GAME_OVER_FINISH, // Fade out, then apply the choice /* 18 */ PAUSE_STATE_CLOSING, // Animate the pause menu closing /* 19 */ PAUSE_STATE_RESUME_GAMEPLAY // Handles returning to normal gameplay once the pause menu is visually closed } PauseState; #define IS_PAUSE_STATE_GAMEOVER(pauseCtx) \ - (((pauseCtx)->state >= PAUSE_STATE_8) && ((pauseCtx)->state <= PAUSE_STATE_17)) + (((pauseCtx)->state >= PAUSE_STATE_GAME_OVER_START) && ((pauseCtx)->state <= PAUSE_STATE_GAME_OVER_FINISH)) #define IS_PAUSED(pauseCtx) \ (((pauseCtx)->state != PAUSE_STATE_OFF) || ((pauseCtx)->debugState != 0)) |
