summaryrefslogtreecommitdiff
path: root/include
diff options
context:
space:
mode:
authorLeonid Kapitonov <Feacur@gmail.com>2024-11-15 09:37:10 +0100
committerGitHub <noreply@github.com>2024-11-15 03:37:10 -0500
commite46fcbdbc95a2b1a87f1a79f7d40be19fc2013ee (patch)
treec38a8a63cb59e68aa5653b9b19633fa93a3e3ee4 /include
parentc55a1dab5727784a4a7510cdb6602d539134a7f1 (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.h22
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))