Transition docs (#3322)

* transition variables renamed

* transition circle

* transition wipe

* sand storm

* remaining sceneloadflag rename

* transition trigger macros

* transition mode enum

* transition type enum

* tc set params

* creg debug transitions
This commit is contained in:
inspectredc 2023-11-19 07:38:07 +00:00 committed by GitHub
parent a8e387b949
commit 2b1327c41a
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GPG key ID: 4AEE18F83AFDEB23
51 changed files with 685 additions and 590 deletions

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@ -893,7 +893,7 @@ void func_80083108(PlayState* play) {
Interface_ChangeAlpha(6);
}
if (play->transitionMode != 0) {
if (play->transitionMode != TRANS_MODE_OFF) {
Interface_ChangeAlpha(1);
} else if (gSaveContext.minigameState == 1) {
Interface_ChangeAlpha(8);
@ -1344,7 +1344,7 @@ void func_80083108(PlayState* play) {
if (sp28) {
gSaveContext.unk_13EA = 0;
if ((play->sceneLoadFlag == 0) && (play->transitionMode == 0)) {
if ((play->transitionTrigger == TRANS_TRIGGER_OFF) && (play->transitionMode == TRANS_MODE_OFF)) {
Interface_ChangeAlpha(50);
osSyncPrintf("???????? alpha_change( 50 ); ?????\n");
} else {
@ -3463,7 +3463,7 @@ void Interface_UpdateMagicBar(PlayState* play) {
case MAGIC_STATE_CONSUME_LENS:
if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0) &&
(msgCtx->msgMode == MSGMODE_NONE) && (play->gameOverCtx.state == GAMEOVER_INACTIVE) &&
(play->sceneLoadFlag == 0) && (play->transitionMode == 0) && !Play_InCsMode(play)) {
(play->transitionTrigger == TRANS_TRIGGER_OFF) && (play->transitionMode == TRANS_MODE_OFF) && !Play_InCsMode(play)) {
bool hasLens = false;
for (int buttonIndex = 1; buttonIndex < (CVarGetInteger("gDpadEquips", 0) != 0) ? ARRAY_COUNT(gSaveContext.equips.buttonItems) : 4; buttonIndex++) {
if (gSaveContext.equips.buttonItems[buttonIndex] == ITEM_LENS) {
@ -5788,8 +5788,8 @@ void Interface_Draw(PlayState* play) {
// Trade quest timer reached 0
D_8015FFE6 = 40;
gSaveContext.cutsceneIndex = 0;
play->sceneLoadFlag = 0x14;
play->fadeTransition = 3;
play->transitionTrigger = TRANS_TRIGGER_START;
play->transitionType = TRANS_TYPE_FADE_WHITE;
gSaveContext.timer2State = 0;
if ((gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KOKIRI) &&
@ -5824,8 +5824,8 @@ 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 & 0x01000000) && (play->sceneLoadFlag == 0) &&
(play->transitionMode == 0) && !Play_InCsMode(play) && (gSaveContext.minigameState != 1) &&
!(player->stateFlags2 & 0x01000000) && (play->transitionTrigger == TRANS_TRIGGER_OFF) &&
(play->transitionMode == TRANS_MODE_OFF) && !Play_InCsMode(play) && (gSaveContext.minigameState != 1) &&
(play->shootingGalleryStatus <= 1) &&
!((play->sceneNum == SCENE_BOMBCHU_BOWLING_ALLEY) && Flags_GetSwitch(play, 0x38))) {
svar6 = 0;
@ -6516,8 +6516,8 @@ void Interface_Update(PlayState* play) {
HealthMeter_Update(play);
if ((gSaveContext.timer1State >= 3) && (play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0) &&
(msgCtx->msgMode == MSGMODE_NONE) && !(player->stateFlags2 & 0x01000000) && (play->sceneLoadFlag == 0) &&
(play->transitionMode == 0) && !Play_InCsMode(play)) {}
(msgCtx->msgMode == MSGMODE_NONE) && !(player->stateFlags2 & 0x01000000) && (play->transitionTrigger == TRANS_TRIGGER_OFF) &&
(play->transitionMode == TRANS_MODE_OFF) && !Play_InCsMode(play)) {}
if (gSaveContext.rupeeAccumulator != 0) {
if (gSaveContext.rupeeAccumulator > 0) {
@ -6612,8 +6612,8 @@ void Interface_Update(PlayState* play) {
WREG(7) = interfaceCtx->unk_1F4;
if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0) &&
(msgCtx->msgMode == MSGMODE_NONE) && (play->sceneLoadFlag == 0) &&
(play->gameOverCtx.state == GAMEOVER_INACTIVE) && (play->transitionMode == 0) &&
(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))) {
if ((gSaveContext.isMagicAcquired != 0) && (gSaveContext.magicLevel == 0)) {
gSaveContext.magicLevel = gSaveContext.isDoubleMagicAcquired + 1;
@ -6710,19 +6710,19 @@ void Interface_Update(PlayState* play) {
(interfaceCtx->restrictions.sunsSong != 3)) {
if ((gSaveContext.dayTime >= 0x4555) && (gSaveContext.dayTime < 0xC001)) {
gSaveContext.nextDayTime = 0;
play->fadeTransition = 4;
gSaveContext.nextTransitionType = 2;
play->transitionType = TRANS_TYPE_FADE_BLACK_FAST;
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_BLACK;
play->unk_11DE9 = 1;
} else {
gSaveContext.nextDayTime = 0x8001;
play->fadeTransition = 5;
gSaveContext.nextTransitionType = 3;
play->transitionType = TRANS_TYPE_FADE_WHITE_FAST;
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_WHITE;
play->unk_11DE9 = 1;
}
if (play->sceneNum == SCENE_HAUNTED_WASTELAND) {
play->fadeTransition = 14;
gSaveContext.nextTransitionType = 14;
play->transitionType = TRANS_TYPE_SANDSTORM_PERSIST;
gSaveContext.nextTransitionType = TRANS_TYPE_SANDSTORM_PERSIST;
}
gSaveContext.respawnFlag = -2;
@ -6733,7 +6733,7 @@ void Interface_Update(PlayState* play) {
Grotto_ForceGrottoReturn();
}
play->sceneLoadFlag = 0x14;
play->transitionTrigger = TRANS_TRIGGER_START;
gSaveContext.sunsSongState = SUNSSONG_INACTIVE;
func_800F6964(30);
gSaveContext.seqId = (u8)NA_BGM_DISABLED;