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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>
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@@ -2309,7 +2309,7 @@ void Magic_Update(PlayState* play) {
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case MAGIC_STATE_CONSUME_LENS:
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// Slowly consume magic while Lens of Truth is active
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if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugEditor == DEBUG_EDITOR_NONE) &&
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if ((play->pauseCtx.state == PAUSE_STATE_OFF) && (play->pauseCtx.debugEditor == DEBUG_EDITOR_NONE) &&
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(msgCtx->msgMode == 0) && (play->gameOverCtx.state == GAMEOVER_INACTIVE) &&
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(play->transitionTrigger == TRANS_TRIGGER_OFF) && (play->transitionMode == TRANS_MODE_OFF) &&
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!Play_InCsMode(play)) {
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@@ -2352,9 +2352,9 @@ void Magic_Update(PlayState* play) {
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gSaveContext.magicState = MAGIC_STATE_CONSUME_GORON_ZORA;
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// fallthrough
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case MAGIC_STATE_CONSUME_GORON_ZORA:
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if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugEditor == 0) && (msgCtx->msgMode == 0) &&
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(play->gameOverCtx.state == GAMEOVER_INACTIVE) && (play->transitionTrigger == TRANS_TRIGGER_OFF) &&
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(play->transitionMode == TRANS_MODE_OFF)) {
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if ((play->pauseCtx.state == PAUSE_STATE_OFF) && (play->pauseCtx.debugEditor == 0) &&
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(msgCtx->msgMode == 0) && (play->gameOverCtx.state == GAMEOVER_INACTIVE) &&
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(play->transitionTrigger == TRANS_TRIGGER_OFF) && (play->transitionMode == TRANS_MODE_OFF)) {
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if (!Play_InCsMode(play)) {
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interfaceCtx->magicConsumptionTimer--;
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if (interfaceCtx->magicConsumptionTimer == 0) {
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@@ -2374,7 +2374,7 @@ void Magic_Update(PlayState* play) {
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break;
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case MAGIC_STATE_CONSUME_GIANTS_MASK:
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if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugEditor == DEBUG_EDITOR_NONE) &&
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if ((play->pauseCtx.state == PAUSE_STATE_OFF) && (play->pauseCtx.debugEditor == DEBUG_EDITOR_NONE) &&
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(msgCtx->msgMode == 0) && (play->gameOverCtx.state == GAMEOVER_INACTIVE) &&
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(play->transitionTrigger == TRANS_TRIGGER_OFF) && (play->transitionMode == TRANS_MODE_OFF)) {
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if (!Play_InCsMode(play)) {
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@@ -2680,7 +2680,7 @@ void Interface_DrawTimers(PlayState* play) {
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OPEN_DISPS(play->state.gfxCtx);
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// Not satisfying any of these conditions will pause the timer
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if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugEditor == DEBUG_EDITOR_NONE) &&
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if ((play->pauseCtx.state == PAUSE_STATE_OFF) && (play->pauseCtx.debugEditor == DEBUG_EDITOR_NONE) &&
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(play->gameOverCtx.state == GAMEOVER_INACTIVE) &&
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((msgCtx->msgMode == 0) ||
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((msgCtx->msgMode != 0) && (msgCtx->currentTextId >= 0x1BB2) && (msgCtx->currentTextId <= 0x1BB6))) &&
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@@ -3125,7 +3125,7 @@ void Interface_UpdateBottleTimers(PlayState* play) {
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s32 pad[2];
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// Not satisfying any of these conditions will pause the bottle timer
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if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugEditor == DEBUG_EDITOR_NONE) &&
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if ((play->pauseCtx.state == PAUSE_STATE_OFF) && (play->pauseCtx.debugEditor == DEBUG_EDITOR_NONE) &&
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(play->gameOverCtx.state == GAMEOVER_INACTIVE) &&
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((msgCtx->msgMode == 0) || ((msgCtx->currentTextId >= 0x100) && (msgCtx->currentTextId <= 0x200)) ||
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((msgCtx->currentTextId >= 0x1BB2) && (msgCtx->currentTextId <= 0x1BB6))) &&
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