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Add a z64play.h header (#1646)
* z64play.h * Move macros, functions and variables to header * cleanup * Reduce needed headers on z_collision_check * Change play functions to take PlayState * Move `Actor_ProcessInitChain` to `ichain.h` * format * Update src/code/z_play.c Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> * Add macros.h to sys_math3d.c * Rename SequenceContext to SceneSequences --------- Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
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@@ -4437,7 +4437,7 @@ void Interface_DrawClock(PlayState* play) {
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((play->actorCtx.flags & ACTORCTX_FLAG_TELESCOPE_ON) && !Play_InCsMode(play)) ||
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(msgCtx->msgMode == MSGMODE_NONE) || ((msgCtx->currentTextId >= 0x100) && (msgCtx->currentTextId <= 0x200)) ||
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(gSaveContext.gameMode == GAMEMODE_END_CREDITS)) &&
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!FrameAdvance_IsEnabled(&play->state) && !Environment_IsTimeStopped() && (gSaveContext.save.day <= 3)) {
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!FrameAdvance_IsEnabled(play) && !Environment_IsTimeStopped() && (gSaveContext.save.day <= 3)) {
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/**
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* Section: Changes Clock's transparancy depending if Player is moving or not and possibly other things
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*/
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