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https://github.com/HarbourMasters/Shipwright.git
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Merge remote-tracking branch 'origin/develop' into rando-dev-merge-feb
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commit
b5c601f43e
333 changed files with 5019 additions and 4558 deletions
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@ -3869,7 +3869,7 @@ void Interface_DrawEnemyHealthBar(TargetContext* targetCtx, PlayState* play) {
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Interface_CreateQuadVertexGroup(&sEnemyHealthVtx[12], -floorf(halfBarWidth) + endTexWidth, (-texHeight / 2) + 3,
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healthBarFill, 7, 0);
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if (((!(player->stateFlags1 & 0x40)) || (actor != player->unk_664)) && targetCtx->unk_44 < 500.0f) {
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if (((!(player->stateFlags1 & PLAYER_STATE1_TEXT_ON_SCREEN)) || (actor != player->unk_664)) && targetCtx->unk_44 < 500.0f) {
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f32 slideInOffsetY = 0;
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// Slide in the health bar from edge of the screen (mimic the Z-Target triangles fly in)
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@ -4348,7 +4348,7 @@ void Interface_DrawItemButtons(PlayState* play) {
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if ((gSaveContext.unk_13EA == 1) || (gSaveContext.unk_13EA == 2) || (gSaveContext.unk_13EA == 5)) {
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temp = 0;
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} else if ((player->stateFlags1 & 0x00200000) || (Player_GetEnvironmentalHazard(play) == 4) ||
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} else if ((player->stateFlags1 & PLAYER_STATE1_CLIMBING_LADDER) || (Player_GetEnvironmentalHazard(play) == 4) ||
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(player->stateFlags2 & PLAYER_STATE2_CRAWLING)) {
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temp = 70;
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} else {
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@ -5424,7 +5424,7 @@ void Interface_Draw(PlayState* play) {
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Interface_DrawItemIconTexture(play, gItemIcons[gSaveContext.equips.buttonItems[0]], 0);
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}
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if ((player->stateFlags1 & 0x00800000) || (play->shootingGalleryStatus > 1) ||
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if ((player->stateFlags1 & PLAYER_STATE1_ON_HORSE) || (play->shootingGalleryStatus > 1) ||
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((play->sceneNum == SCENE_BOMBCHU_BOWLING_ALLEY) && Flags_GetSwitch(play, 0x38))) {
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if (!fullUi) {
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@ -5889,7 +5889,7 @@ 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->transitionTrigger == TRANS_TRIGGER_OFF) &&
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!(player->stateFlags2 & PLAYER_STATE2_ATTEMPT_PLAY_FOR_ACTOR) && (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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@ -6581,7 +6581,7 @@ 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->transitionTrigger == TRANS_TRIGGER_OFF) &&
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(msgCtx->msgMode == MSGMODE_NONE) && !(player->stateFlags2 & PLAYER_STATE2_ATTEMPT_PLAY_FOR_ACTOR) && (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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