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z_parameter.c: remaining functions, do action documentation, gfx cleanup (#1652)
* Parameter last functions Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> * Documentation for do actions and various gfx * Suggested changes * f prefix for texture scale numbers * Player_SetBButtonAmmo --------- Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
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@@ -478,10 +478,10 @@ s32 Inventory_GetBtnBItem(PlayState* play) {
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} else if (gSaveContext.bButtonStatus == BTN_DISABLED) {
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return ITEM_NONE;
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} else if (CUR_FORM_EQUIP(EQUIP_SLOT_B) == ITEM_NONE) {
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if (play->interfaceCtx.unk_21C != 0) {
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if (play->interfaceCtx.bButtonDoAction != 0) {
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return play->interfaceCtx.bButtonDoAction;
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}
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//! @bug "Weird B": If the B button is empty and there's a B do action text displaying, pressing B will use the
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//! item with the same id as the current do action. It's unclear what this code was originally intended for.
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if (play->interfaceCtx.bButtonPlayerDoActionActive && play->interfaceCtx.bButtonPlayerDoAction != 0) {
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return play->interfaceCtx.bButtonPlayerDoAction;
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}
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return ITEM_NONE;
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} else {
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