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https://github.com/zeldaret/oot
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39070bb9dd
* rm PROJECT_DIR var from makefile * fix tlutoffset missing 0x prefix * fix FTOFIX32 redef warning * `@bug:` -> `@bug` * playerFloorPoly -> sPlayerFloorPoly * fix settingChangeSuccessful use as bool * fix broken english * osEPiStartDma: use OS_MESG_PRI_HIGH * EffectSsHahen_SpawnBurst: pass OBJECT_ for objId * remove extra parens * fix trailing comma warnings in enums * EnRu1: decimal alpha * fix parens * fix ATELEM_SFX_NORMAL comment (collider "type" was renamed to material) * fix comment in Math3D_TriChkPointParaYImpl * use ANIMMODE_ more * Remove leading 0s from enum comments (as they indicate octal in C)
30 lines
1.1 KiB
C
30 lines
1.1 KiB
C
#ifndef GAME_OVER_H
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#define GAME_OVER_H
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#include "ultra64.h"
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struct PlayState;
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typedef enum GameOverState {
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/* 0 */ GAMEOVER_INACTIVE,
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/* 1 */ GAMEOVER_DEATH_START,
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/* 2 */ GAMEOVER_DEATH_WAIT_GROUND, // wait for link to fall and hit the ground
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/* 3 */ GAMEOVER_DEATH_DELAY_MENU, // wait for 1 second before showing the game over menu
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/* 4 */ GAMEOVER_DEATH_MENU, // do nothing while kaleidoscope handles the game over menu
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/* 20 */ GAMEOVER_REVIVE_START = 20,
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/* 21 */ GAMEOVER_REVIVE_RUMBLE,
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/* 22 */ GAMEOVER_REVIVE_WAIT_GROUND, // wait for link to fall and hit the ground
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/* 23 */ GAMEOVER_REVIVE_WAIT_FAIRY, // wait for the fairy to rise all the way up out of links body
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/* 24 */ GAMEOVER_REVIVE_FADE_OUT // fade out the game over lights as link is revived and gets back up
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} GameOverState;
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typedef struct GameOverContext {
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/* 0x00 */ u16 state;
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} GameOverContext; // size = 0x2
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void GameOver_Init(struct PlayState* play);
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void GameOver_FadeInLights(struct PlayState* play);
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void GameOver_Update(struct PlayState* play);
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#endif
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