Kaleido_Update OK and documented (#1113)

* Kaleido Update

Co-authored-by: Derek-Hensley <hensley.derek58@gmail.com>

* fill in enums

* PR Suggestions

* more PR Suggestions

* missed one

* pause state range macros

* fix bss

* PR suggestions, doc roll

Co-authored-by: Derek-Hensley <hensley.derek58@gmail.com>
This commit is contained in:
engineer124
2022-10-22 21:44:23 -04:00
committed by GitHub
parent d863e7aeef
commit 7b81d6e950
24 changed files with 1357 additions and 262 deletions
+7 -7
View File
@@ -2309,7 +2309,7 @@ void Magic_Update(PlayState* play) {
case MAGIC_STATE_CONSUME_LENS:
// Slowly consume magic while Lens of Truth is active
if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugEditor == DEBUG_EDITOR_NONE) &&
if ((play->pauseCtx.state == PAUSE_STATE_OFF) && (play->pauseCtx.debugEditor == DEBUG_EDITOR_NONE) &&
(msgCtx->msgMode == 0) && (play->gameOverCtx.state == GAMEOVER_INACTIVE) &&
(play->transitionTrigger == TRANS_TRIGGER_OFF) && (play->transitionMode == TRANS_MODE_OFF) &&
!Play_InCsMode(play)) {
@@ -2352,9 +2352,9 @@ void Magic_Update(PlayState* play) {
gSaveContext.magicState = MAGIC_STATE_CONSUME_GORON_ZORA;
// fallthrough
case MAGIC_STATE_CONSUME_GORON_ZORA:
if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugEditor == 0) && (msgCtx->msgMode == 0) &&
(play->gameOverCtx.state == GAMEOVER_INACTIVE) && (play->transitionTrigger == TRANS_TRIGGER_OFF) &&
(play->transitionMode == TRANS_MODE_OFF)) {
if ((play->pauseCtx.state == PAUSE_STATE_OFF) && (play->pauseCtx.debugEditor == 0) &&
(msgCtx->msgMode == 0) && (play->gameOverCtx.state == GAMEOVER_INACTIVE) &&
(play->transitionTrigger == TRANS_TRIGGER_OFF) && (play->transitionMode == TRANS_MODE_OFF)) {
if (!Play_InCsMode(play)) {
interfaceCtx->magicConsumptionTimer--;
if (interfaceCtx->magicConsumptionTimer == 0) {
@@ -2374,7 +2374,7 @@ void Magic_Update(PlayState* play) {
break;
case MAGIC_STATE_CONSUME_GIANTS_MASK:
if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugEditor == DEBUG_EDITOR_NONE) &&
if ((play->pauseCtx.state == PAUSE_STATE_OFF) && (play->pauseCtx.debugEditor == DEBUG_EDITOR_NONE) &&
(msgCtx->msgMode == 0) && (play->gameOverCtx.state == GAMEOVER_INACTIVE) &&
(play->transitionTrigger == TRANS_TRIGGER_OFF) && (play->transitionMode == TRANS_MODE_OFF)) {
if (!Play_InCsMode(play)) {
@@ -2680,7 +2680,7 @@ void Interface_DrawTimers(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx);
// Not satisfying any of these conditions will pause the timer
if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugEditor == DEBUG_EDITOR_NONE) &&
if ((play->pauseCtx.state == PAUSE_STATE_OFF) && (play->pauseCtx.debugEditor == DEBUG_EDITOR_NONE) &&
(play->gameOverCtx.state == GAMEOVER_INACTIVE) &&
((msgCtx->msgMode == 0) ||
((msgCtx->msgMode != 0) && (msgCtx->currentTextId >= 0x1BB2) && (msgCtx->currentTextId <= 0x1BB6))) &&
@@ -3125,7 +3125,7 @@ void Interface_UpdateBottleTimers(PlayState* play) {
s32 pad[2];
// Not satisfying any of these conditions will pause the bottle timer
if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugEditor == DEBUG_EDITOR_NONE) &&
if ((play->pauseCtx.state == PAUSE_STATE_OFF) && (play->pauseCtx.debugEditor == DEBUG_EDITOR_NONE) &&
(play->gameOverCtx.state == GAMEOVER_INACTIVE) &&
((msgCtx->msgMode == 0) || ((msgCtx->currentTextId >= 0x100) && (msgCtx->currentTextId <= 0x200)) ||
((msgCtx->currentTextId >= 0x1BB2) && (msgCtx->currentTextId <= 0x1BB6))) &&