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#include "global.h"
void GameOver_Init(PlayState* play) {
play->gameOverCtx.state = GAMEOVER_INACTIVE;
}
void GameOver_FadeInLights(PlayState* play) {
GameOverContext* gameOverCtx = &play->gameOverCtx;
if ((gameOverCtx->state >= GAMEOVER_DEATH_WAIT_GROUND && gameOverCtx->state < GAMEOVER_REVIVE_START) ||
(gameOverCtx->state >= GAMEOVER_REVIVE_RUMBLE && gameOverCtx->state < GAMEOVER_REVIVE_FADE_OUT)) {
Environment_FadeInGameOverLights(play);
}
}
// This variable cannot be moved into this file as all of z_message_PAL rodata is in the way
extern s16 gGameOverTimer;
void GameOver_Update(PlayState* play) {
GameOverContext* gameOverCtx = &play->gameOverCtx;
s16 i;
s16 j;
s32 rumbleStrength;
s32 rumbleDuration;
s32 rumbleDecreaseRate;
switch (gameOverCtx->state) {
case GAMEOVER_DEATH_START:
Message_CloseTextbox(play);
gSaveContext.timerState = TIMER_STATE_OFF;
gSaveContext.subTimerState = SUBTIMER_STATE_OFF;
CLEAR_EVENTINF(EVENTINF_MARATHON_ACTIVE);
// search inventory for spoiling items and revert if necessary
for (i = 0; i < ARRAY_COUNT(gSpoilingItems); i++) {
if (INV_CONTENT(ITEM_POCKET_EGG) == gSpoilingItems[i]) {
INV_CONTENT(gSpoilingItemReverts[i]) = gSpoilingItemReverts[i];
// search c buttons for the found spoiling item and revert if necessary
for (j = 1; j < ARRAY_COUNT(gSaveContext.save.info.equips.buttonItems); j++) {
if (gSaveContext.save.info.equips.buttonItems[j] == gSpoilingItems[i]) {
gSaveContext.save.info.equips.buttonItems[j] = gSpoilingItemReverts[i];
Interface_LoadItemIcon1(play, j);
}
}
}
}
// restore "temporary B" to the B Button if not a sword item
if (gSaveContext.save.info.equips.buttonItems[0] != ITEM_SWORD_KOKIRI &&
gSaveContext.save.info.equips.buttonItems[0] != ITEM_SWORD_MASTER &&
gSaveContext.save.info.equips.buttonItems[0] != ITEM_SWORD_BIGGORON &&
gSaveContext.save.info.equips.buttonItems[0] != ITEM_GIANTS_KNIFE) {
if (gSaveContext.buttonStatus[0] != BTN_ENABLED) {
gSaveContext.save.info.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
} else {
gSaveContext.save.info.equips.buttonItems[0] = ITEM_NONE;
}
}
gSaveContext.nayrusLoveTimer = 2000;
gSaveContext.save.info.playerData.naviTimer = 0;
gSaveContext.seqId = (u8)NA_BGM_DISABLED;
gSaveContext.natureAmbienceId = NATURE_ID_DISABLED;
gSaveContext.eventInf[0] = 0;
gSaveContext.eventInf[1] = 0;
gSaveContext.eventInf[2] = 0;
gSaveContext.eventInf[3] = 0;
gSaveContext.buttonStatus[0] = gSaveContext.buttonStatus[1] = gSaveContext.buttonStatus[2] =
gSaveContext.buttonStatus[3] = gSaveContext.buttonStatus[4] = BTN_ENABLED;
gSaveContext.forceRisingButtonAlphas = gSaveContext.nextHudVisibilityMode = gSaveContext.hudVisibilityMode =
gSaveContext.hudVisibilityModeTimer = 0; // false, HUD_VISIBILITY_NO_CHANGE
Environment_InitGameOverLights(play);
gGameOverTimer = 20;
if (1) {}
rumbleStrength = R_GAME_OVER_RUMBLE_STRENGTH;
rumbleDuration = R_GAME_OVER_RUMBLE_DURATION;
rumbleDecreaseRate = R_GAME_OVER_RUMBLE_DECREASE_RATE;
Rumble_Request(0.0f, ((rumbleStrength > 100) ? 255 : (rumbleStrength * 255) / 100),
(CLAMP_MAX(rumbleDuration * 3, 255)),
((rumbleDecreaseRate > 100) ? 255 : (rumbleDecreaseRate * 255) / 100));
gameOverCtx->state = GAMEOVER_DEATH_WAIT_GROUND;
break;
case GAMEOVER_DEATH_WAIT_GROUND:
break;
case GAMEOVER_DEATH_DELAY_MENU:
gGameOverTimer--;
if (gGameOverTimer == 0) {
play->pauseCtx.state = PAUSE_STATE_8;
gameOverCtx->state++;
Rumble_Reset();
}
break;
case GAMEOVER_REVIVE_START:
gameOverCtx->state++;
gGameOverTimer = 0;
Environment_InitGameOverLights(play);
Letterbox_SetSizeTarget(32);
return;
case GAMEOVER_REVIVE_RUMBLE:
gGameOverTimer = 50;
gameOverCtx->state++;
if (1) {}
rumbleStrength = R_GAME_OVER_RUMBLE_STRENGTH;
rumbleDuration = R_GAME_OVER_RUMBLE_DURATION;
rumbleDecreaseRate = R_GAME_OVER_RUMBLE_DECREASE_RATE;
Rumble_Request(0.0f, ((rumbleStrength > 100) ? 255 : (rumbleStrength * 255) / 100),
(CLAMP_MAX(rumbleDuration * 3, 255)),
((rumbleDecreaseRate > 100) ? 255 : (rumbleDecreaseRate * 255) / 100));
break;
case GAMEOVER_REVIVE_WAIT_GROUND:
gGameOverTimer--;
if (gGameOverTimer == 0) {
gGameOverTimer = 64;
gameOverCtx->state++;
}
break;
case GAMEOVER_REVIVE_WAIT_FAIRY:
gGameOverTimer--;
if (gGameOverTimer == 0) {
gGameOverTimer = 50;
gameOverCtx->state++;
}
break;
case GAMEOVER_REVIVE_FADE_OUT:
Environment_FadeOutGameOverLights(play);
gGameOverTimer--;
if (gGameOverTimer == 0) {
gameOverCtx->state = GAMEOVER_INACTIVE;
}
break;
}
}
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