[docs] Upstream updates 1 (#1955)

* First round of upstream updates and commenting patternss

* Renames from z64player

* Renames from z64save

* Undo changes to legacy save struct

* Add missing reference from entrance rando

* Fixes from stat tracker

* More tweaks
This commit is contained in:
Garrett Cox 2022-11-29 17:28:57 -06:00 committed by GitHub
parent 8064ad9dfe
commit d7c3522142
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GPG key ID: 4AEE18F83AFDEB23
69 changed files with 1721 additions and 1040 deletions

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@ -214,7 +214,7 @@ void GivePlayerRandoRewardSongOfTime(PlayState* play, RandomizerCheck check) {
Player* player = GET_PLAYER(play);
if (gSaveContext.entranceIndex == 0x050F && player != NULL && !Player_InBlockingCsMode(play, player) &&
!Flags_GetTreasure(play, 0x1F) && gSaveContext.nextTransition == 0xFF && !gSaveContext.pendingIceTrapCount) {
!Flags_GetTreasure(play, 0x1F) && gSaveContext.nextTransitionType == 0xFF && !gSaveContext.pendingIceTrapCount) {
GetItemEntry getItemEntry = Randomizer_GetItemFromKnownCheck(check, RG_SONG_OF_TIME);
GiveItemEntryWithoutActor(play, getItemEntry);
player->pendingFlag.flagID = 0x1F;
@ -556,7 +556,7 @@ void Play_Init(GameState* thisx) {
if (CVar_GetS32("gSceneTransitions", 255)!= 255){
play->transitionMode = CVar_GetS32("gSceneTransitions", 0);
gSaveContext.nextTransition = CVar_GetS32("gSceneTransitions", 0);
gSaveContext.nextTransitionType = CVar_GetS32("gSceneTransitions", 0);
play->fadeTransition = CVar_GetS32("gSceneTransitions", 0);
}
@ -571,12 +571,12 @@ void Play_Init(GameState* thisx) {
play->unk_11DE9 = 0;
if (gSaveContext.gameMode != 1) {
if (gSaveContext.nextTransition == 0xFF) {
if (gSaveContext.nextTransitionType == 0xFF) {
play->fadeTransition =
(gEntranceTable[((void)0, gSaveContext.entranceIndex) + tempSetupIndex].field >> 7) & 0x7F; // Fade In
} else {
play->fadeTransition = gSaveContext.nextTransition;
gSaveContext.nextTransition = 0xFF;
play->fadeTransition = gSaveContext.nextTransitionType;
gSaveContext.nextTransitionType = 0xFF;
}
} else {
play->fadeTransition = 6;
@ -777,21 +777,21 @@ void Play_Update(PlayState* play) {
play->transitionCtx.transitionType | 0x80);
}
gSaveContext.unk_1419 = 14;
gSaveContext.transWipeSpeed = 14;
if ((play->transitionCtx.transitionType == 8) ||
(play->transitionCtx.transitionType == 9)) {
gSaveContext.unk_1419 = 28;
gSaveContext.transWipeSpeed = 28;
}
gSaveContext.fadeDuration = 60;
gSaveContext.transFadeDuration = 60;
if ((play->transitionCtx.transitionType == 4) ||
(play->transitionCtx.transitionType == 5)) {
gSaveContext.fadeDuration = 20;
gSaveContext.transFadeDuration = 20;
} else if ((play->transitionCtx.transitionType == 6) ||
(play->transitionCtx.transitionType == 7)) {
gSaveContext.fadeDuration = 150;
gSaveContext.transFadeDuration = 150;
} else if (play->transitionCtx.transitionType == 17) {
gSaveContext.fadeDuration = 2;
gSaveContext.transFadeDuration = 2;
}
if ((play->transitionCtx.transitionType == 3) ||
@ -954,7 +954,7 @@ void Play_Update(PlayState* play) {
break;
case 11:
if (gSaveContext.unk_1410 != 0) {
if (gSaveContext.cutsceneTransitionControl != 0) {
play->transitionMode = 3;
}
break;
@ -1029,9 +1029,9 @@ void Play_Update(PlayState* play) {
break;
case 17:
if (gSaveContext.unk_1410 != 0) {
play->envCtx.screenFillColor[3] = gSaveContext.unk_1410;
if (gSaveContext.unk_1410 < 0x65) {
if (gSaveContext.cutsceneTransitionControl != 0) {
play->envCtx.screenFillColor[3] = gSaveContext.cutsceneTransitionControl;
if (gSaveContext.cutsceneTransitionControl < 0x65) {
gTrnsnUnkState = 0;
R_UPDATE_RATE = 3;
play->sceneLoadFlag = 0;
@ -2177,11 +2177,11 @@ void Play_PerformSave(PlayState* play) {
gSaveContext.savedSceneNum = play->sceneNum;
if (gSaveContext.temporaryWeapon) {
gSaveContext.equips.buttonItems[0] = ITEM_NONE;
GET_PLAYER(play)->currentSwordItem = ITEM_NONE;
GET_PLAYER(play)->currentSwordItemId = ITEM_NONE;
Inventory_ChangeEquipment(EQUIP_SWORD, PLAYER_SWORD_NONE);
Save_SaveFile();
gSaveContext.equips.buttonItems[0] = ITEM_SWORD_KOKIRI;
GET_PLAYER(play)->currentSwordItem = ITEM_SWORD_KOKIRI;
GET_PLAYER(play)->currentSwordItemId = ITEM_SWORD_KOKIRI;
Inventory_ChangeEquipment(EQUIP_SWORD, PLAYER_SWORD_KOKIRI);
} else {
Save_SaveFile();