diff options
| author | Dragorn421 <Dragorn421@users.noreply.github.com> | 2023-09-06 17:14:15 +0200 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-09-06 11:14:15 -0400 |
| commit | d314cfe92395172612676a8ad007a0639c8d5666 (patch) | |
| tree | 27fea85b953c455e86fda7089a2f1bbb7979b7dc /src/code/z_parameter.c | |
| parent | 475b8a1ebabe3246dc9d9b5b0b230e403d7bbb4c (diff) | |
Document pause states (excluding gameover) (#1483)
* Document PauseContext.state
* Very light docs surrounding pause states
* PAUSE_STATE_UNPAUSE -> PAUSE_STATE_RESUME_GAMEPLAY and comment on purpose in the enum
* PAUSE_STATE_MAIN -> PAUSE_STATE_6
* format
* Player_InitDrawPause -> Player_InitPauseDrawData
Diffstat (limited to 'src/code/z_parameter.c')
| -rw-r--r-- | src/code/z_parameter.c | 36 |
1 files changed, 17 insertions, 19 deletions
diff --git a/src/code/z_parameter.c b/src/code/z_parameter.c index dec9597d5..28a7ef06e 100644 --- a/src/code/z_parameter.c +++ b/src/code/z_parameter.c @@ -2139,7 +2139,7 @@ void Interface_SetDoAction(PlayState* play, u16 action) { interfaceCtx->unk_1EC = 1; interfaceCtx->unk_1F4 = 0.0f; Interface_LoadActionLabel(interfaceCtx, action, 1); - if (pauseCtx->state != 0) { + if (pauseCtx->state != PAUSE_STATE_OFF) { interfaceCtx->unk_1EC = 3; } } @@ -2556,7 +2556,7 @@ void Magic_Update(PlayState* play) { case MAGIC_STATE_CONSUME_LENS: // Slowly consume magic while lens is on - if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0) && (msgCtx->msgMode == MSGMODE_NONE) && + if (!IS_PAUSED(&play->pauseCtx) && (msgCtx->msgMode == MSGMODE_NONE) && (play->gameOverCtx.state == GAMEOVER_INACTIVE) && (play->transitionTrigger == TRANS_TRIGGER_OFF) && (play->transitionMode == TRANS_MODE_OFF) && !Play_InCsMode(play)) { if ((gSaveContext.save.info.playerData.magic == 0) || @@ -2812,8 +2812,8 @@ void Interface_DrawItemButtons(PlayState* play) { (R_ITEM_BTN_X(3) + R_ITEM_BTN_WIDTH(3)) << 2, (R_ITEM_BTN_Y(3) + R_ITEM_BTN_WIDTH(3)) << 2, G_TX_RENDERTILE, 0, 0, R_ITEM_BTN_DD(3) << 1, R_ITEM_BTN_DD(3) << 1); - if ((pauseCtx->state < 8) || (pauseCtx->state >= 18)) { - if ((play->pauseCtx.state != 0) || (play->pauseCtx.debugState != 0)) { + if (!IS_PAUSE_STATE_GAMEOVER(pauseCtx)) { + if (IS_PAUSED(&play->pauseCtx)) { // Start Button Texture, Color & Label gDPPipeSync(OVERLAY_DISP++); gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 120, 120, 120, interfaceCtx->startAlpha); @@ -2841,8 +2841,7 @@ void Interface_DrawItemButtons(PlayState* play) { } } - if (interfaceCtx->naviCalling && (play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0) && - (play->csCtx.state == CS_STATE_IDLE)) { + if (interfaceCtx->naviCalling && !IS_PAUSED(&play->pauseCtx) && (play->csCtx.state == CS_STATE_IDLE)) { if (!sCUpInvisible) { // C-Up Button Texture, Color & Label (Navi Text) gDPPipeSync(OVERLAY_DISP++); @@ -3372,7 +3371,7 @@ void Interface_Draw(PlayState* play) { func_8008A994(interfaceCtx); - if ((pauseCtx->state == 6) && (pauseCtx->unk_1E4 == 3)) { + if ((pauseCtx->state == PAUSE_STATE_6) && (pauseCtx->unk_1E4 == 3)) { // Inventory Equip Effects gSPSegment(OVERLAY_DISP++, 0x08, pauseCtx->iconItemSegment); Gfx_SetupDL_42Overlay(play->state.gfxCtx); @@ -3423,7 +3422,7 @@ void Interface_Draw(PlayState* play) { Gfx_SetupDL_39Overlay(play->state.gfxCtx); - if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0)) { + if (!IS_PAUSED(&play->pauseCtx)) { if (gSaveContext.minigameState != 1) { // Carrots rendering if the action corresponds to riding a horse if (interfaceCtx->unk_1EE == 8) { @@ -3520,11 +3519,10 @@ void Interface_Draw(PlayState* play) { } } - if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0) && - (play->gameOverCtx.state == GAMEOVER_INACTIVE) && (msgCtx->msgMode == MSGMODE_NONE) && - !(player->stateFlags2 & PLAYER_STATE2_24) && (play->transitionTrigger == TRANS_TRIGGER_OFF) && - (play->transitionMode == TRANS_MODE_OFF) && !Play_InCsMode(play) && (gSaveContext.minigameState != 1) && - (play->shootingGalleryStatus <= 1) && + if (!IS_PAUSED(&play->pauseCtx) && (play->gameOverCtx.state == GAMEOVER_INACTIVE) && + (msgCtx->msgMode == MSGMODE_NONE) && !(player->stateFlags2 & PLAYER_STATE2_24) && + (play->transitionTrigger == TRANS_TRIGGER_OFF) && (play->transitionMode == TRANS_MODE_OFF) && + !Play_InCsMode(play) && (gSaveContext.minigameState != 1) && (play->shootingGalleryStatus <= 1) && !((play->sceneId == SCENE_BOMBCHU_BOWLING_ALLEY) && Flags_GetSwitch(play, 0x38))) { timerId = TIMER_ID_MAIN; @@ -3977,7 +3975,7 @@ void Interface_Update(PlayState* play) { osSyncPrintf("J_N=%x J_N=%x\n", gSaveContext.language, &gSaveContext.language); } - if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0)) { + if (!IS_PAUSED(&play->pauseCtx)) { if ((gSaveContext.minigameState == 1) || !IS_CUTSCENE_LAYER || ((play->sceneId == SCENE_LON_LON_RANCH) && (gSaveContext.sceneLayer == 4))) { if ((msgCtx->msgMode == MSGMODE_NONE) || @@ -4130,10 +4128,10 @@ void Interface_Update(PlayState* play) { Health_UpdateMeter(play); - if ((gSaveContext.timerState >= TIMER_STATE_ENV_HAZARD_MOVE) && (play->pauseCtx.state == 0) && - (play->pauseCtx.debugState == 0) && (msgCtx->msgMode == MSGMODE_NONE) && - !(player->stateFlags2 & PLAYER_STATE2_24) && (play->transitionTrigger == TRANS_TRIGGER_OFF) && - (play->transitionMode == TRANS_MODE_OFF) && !Play_InCsMode(play)) {} + if ((gSaveContext.timerState >= TIMER_STATE_ENV_HAZARD_MOVE) && !IS_PAUSED(&play->pauseCtx) && + (msgCtx->msgMode == MSGMODE_NONE) && !(player->stateFlags2 & PLAYER_STATE2_24) && + (play->transitionTrigger == TRANS_TRIGGER_OFF) && (play->transitionMode == TRANS_MODE_OFF) && + !Play_InCsMode(play)) {} if (gSaveContext.rupeeAccumulator != 0) { if (gSaveContext.rupeeAccumulator > 0) { @@ -4216,7 +4214,7 @@ void Interface_Update(PlayState* play) { WREG(7) = interfaceCtx->unk_1F4; // Update Magic - if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0) && (msgCtx->msgMode == MSGMODE_NONE) && + if (!IS_PAUSED(&play->pauseCtx) && (msgCtx->msgMode == MSGMODE_NONE) && (play->transitionTrigger == TRANS_TRIGGER_OFF) && (play->gameOverCtx.state == GAMEOVER_INACTIVE) && (play->transitionMode == TRANS_MODE_OFF) && ((play->csCtx.state == CS_STATE_IDLE) || !Player_InCsMode(play))) { |
