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z_parameter: Buttons (part 9) (#1192)
* import button docs * cleanup * sync timer val * add flag comments * Update src/code/z_parameter.c Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> * Update src/code/z_parameter.c Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> * Update src/code/z_parameter.c Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> * fix merge master --------- Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
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@@ -474,7 +474,7 @@ u16 gSceneIdsPerRegion[REGION_MAX][27] = {
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s32 Inventory_GetBtnBItem(PlayState* play) {
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if (gSaveContext.buttonStatus[0] == BTN_DISABLED) {
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return ITEM_NONE;
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} else if (gSaveContext.unk_1015 == ITEM_NONE) {
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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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+1261
-42
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Load Diff
@@ -2169,15 +2169,15 @@ void Player_DrawBlastMask(PlayState* play, Player* player) {
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OPEN_DISPS(play->state.gfxCtx);
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if (player->unk_B60 != 0) {
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if (player->blastMaskTimer != 0) {
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s32 alpha;
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gSegments[0xA] = VIRTUAL_TO_PHYSICAL(player->maskObjectSegment);
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AnimatedMat_DrawOpa(play, Lib_SegmentedToVirtual(&object_mask_bakuretu_Matanimheader_0011F8));
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if (player->unk_B60 < 11) {
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alpha = (player->unk_B60 / 10.0f) * 255;
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if (player->blastMaskTimer <= 10) {
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alpha = (player->blastMaskTimer / 10.0f) * 255;
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} else {
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alpha = 255;
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}
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