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https://github.com/HarbourMasters/Shipwright.git
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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
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a8e387b949
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51 changed files with 685 additions and 590 deletions
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@ -893,7 +893,7 @@ void func_80083108(PlayState* play) {
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Interface_ChangeAlpha(6);
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}
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if (play->transitionMode != 0) {
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if (play->transitionMode != TRANS_MODE_OFF) {
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Interface_ChangeAlpha(1);
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} else if (gSaveContext.minigameState == 1) {
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Interface_ChangeAlpha(8);
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@ -1344,7 +1344,7 @@ void func_80083108(PlayState* play) {
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if (sp28) {
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gSaveContext.unk_13EA = 0;
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if ((play->sceneLoadFlag == 0) && (play->transitionMode == 0)) {
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if ((play->transitionTrigger == TRANS_TRIGGER_OFF) && (play->transitionMode == TRANS_MODE_OFF)) {
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Interface_ChangeAlpha(50);
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osSyncPrintf("???????? alpha_change( 50 ); ?????\n");
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} else {
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@ -3463,7 +3463,7 @@ void Interface_UpdateMagicBar(PlayState* play) {
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case MAGIC_STATE_CONSUME_LENS:
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if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0) &&
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(msgCtx->msgMode == MSGMODE_NONE) && (play->gameOverCtx.state == GAMEOVER_INACTIVE) &&
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(play->sceneLoadFlag == 0) && (play->transitionMode == 0) && !Play_InCsMode(play)) {
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(play->transitionTrigger == TRANS_TRIGGER_OFF) && (play->transitionMode == TRANS_MODE_OFF) && !Play_InCsMode(play)) {
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bool hasLens = false;
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for (int buttonIndex = 1; buttonIndex < (CVarGetInteger("gDpadEquips", 0) != 0) ? ARRAY_COUNT(gSaveContext.equips.buttonItems) : 4; buttonIndex++) {
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if (gSaveContext.equips.buttonItems[buttonIndex] == ITEM_LENS) {
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@ -5788,8 +5788,8 @@ void Interface_Draw(PlayState* play) {
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// Trade quest timer reached 0
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D_8015FFE6 = 40;
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gSaveContext.cutsceneIndex = 0;
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play->sceneLoadFlag = 0x14;
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play->fadeTransition = 3;
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play->transitionTrigger = TRANS_TRIGGER_START;
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play->transitionType = TRANS_TYPE_FADE_WHITE;
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gSaveContext.timer2State = 0;
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if ((gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KOKIRI) &&
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@ -5824,8 +5824,8 @@ void Interface_Draw(PlayState* play) {
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if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0) &&
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(play->gameOverCtx.state == GAMEOVER_INACTIVE) && (msgCtx->msgMode == MSGMODE_NONE) &&
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!(player->stateFlags2 & 0x01000000) && (play->sceneLoadFlag == 0) &&
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(play->transitionMode == 0) && !Play_InCsMode(play) && (gSaveContext.minigameState != 1) &&
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!(player->stateFlags2 & 0x01000000) && (play->transitionTrigger == TRANS_TRIGGER_OFF) &&
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(play->transitionMode == TRANS_MODE_OFF) && !Play_InCsMode(play) && (gSaveContext.minigameState != 1) &&
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(play->shootingGalleryStatus <= 1) &&
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!((play->sceneNum == SCENE_BOMBCHU_BOWLING_ALLEY) && Flags_GetSwitch(play, 0x38))) {
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svar6 = 0;
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@ -6516,8 +6516,8 @@ void Interface_Update(PlayState* play) {
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HealthMeter_Update(play);
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if ((gSaveContext.timer1State >= 3) && (play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0) &&
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(msgCtx->msgMode == MSGMODE_NONE) && !(player->stateFlags2 & 0x01000000) && (play->sceneLoadFlag == 0) &&
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(play->transitionMode == 0) && !Play_InCsMode(play)) {}
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(msgCtx->msgMode == MSGMODE_NONE) && !(player->stateFlags2 & 0x01000000) && (play->transitionTrigger == TRANS_TRIGGER_OFF) &&
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(play->transitionMode == TRANS_MODE_OFF) && !Play_InCsMode(play)) {}
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if (gSaveContext.rupeeAccumulator != 0) {
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if (gSaveContext.rupeeAccumulator > 0) {
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@ -6612,8 +6612,8 @@ void Interface_Update(PlayState* play) {
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WREG(7) = interfaceCtx->unk_1F4;
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if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0) &&
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(msgCtx->msgMode == MSGMODE_NONE) && (play->sceneLoadFlag == 0) &&
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(play->gameOverCtx.state == GAMEOVER_INACTIVE) && (play->transitionMode == 0) &&
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(msgCtx->msgMode == MSGMODE_NONE) && (play->transitionTrigger == TRANS_TRIGGER_OFF) &&
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(play->gameOverCtx.state == GAMEOVER_INACTIVE) && (play->transitionMode == TRANS_MODE_OFF) &&
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((play->csCtx.state == CS_STATE_IDLE) || !Player_InCsMode(play))) {
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if ((gSaveContext.isMagicAcquired != 0) && (gSaveContext.magicLevel == 0)) {
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gSaveContext.magicLevel = gSaveContext.isDoubleMagicAcquired + 1;
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@ -6710,19 +6710,19 @@ void Interface_Update(PlayState* play) {
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(interfaceCtx->restrictions.sunsSong != 3)) {
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if ((gSaveContext.dayTime >= 0x4555) && (gSaveContext.dayTime < 0xC001)) {
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gSaveContext.nextDayTime = 0;
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play->fadeTransition = 4;
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gSaveContext.nextTransitionType = 2;
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play->transitionType = TRANS_TYPE_FADE_BLACK_FAST;
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gSaveContext.nextTransitionType = TRANS_TYPE_FADE_BLACK;
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play->unk_11DE9 = 1;
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} else {
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gSaveContext.nextDayTime = 0x8001;
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play->fadeTransition = 5;
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gSaveContext.nextTransitionType = 3;
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play->transitionType = TRANS_TYPE_FADE_WHITE_FAST;
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gSaveContext.nextTransitionType = TRANS_TYPE_FADE_WHITE;
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play->unk_11DE9 = 1;
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}
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if (play->sceneNum == SCENE_HAUNTED_WASTELAND) {
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play->fadeTransition = 14;
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gSaveContext.nextTransitionType = 14;
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play->transitionType = TRANS_TYPE_SANDSTORM_PERSIST;
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gSaveContext.nextTransitionType = TRANS_TYPE_SANDSTORM_PERSIST;
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}
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gSaveContext.respawnFlag = -2;
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@ -6733,7 +6733,7 @@ void Interface_Update(PlayState* play) {
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Grotto_ForceGrottoReturn();
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}
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play->sceneLoadFlag = 0x14;
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play->transitionTrigger = TRANS_TRIGGER_START;
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gSaveContext.sunsSongState = SUNSSONG_INACTIVE;
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func_800F6964(30);
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gSaveContext.seqId = (u8)NA_BGM_DISABLED;
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