Smaller PR comments

This commit is contained in:
Derek Hensley 2022-10-08 12:29:13 -07:00
parent 282ff84f21
commit 47cabe08c6
1 changed files with 24 additions and 28 deletions

View File

@ -551,13 +551,13 @@ void Play_UpdateTransition(PlayState* this) {
if ((!(Entrance_GetTransitionFlags(this->nextEntrance + sceneLayer) & 0x8000) || if ((!(Entrance_GetTransitionFlags(this->nextEntrance + sceneLayer) & 0x8000) ||
((this->nextEntrance == ENTRANCE(PATH_TO_MOUNTAIN_VILLAGE, 1)) && ((this->nextEntrance == ENTRANCE(PATH_TO_MOUNTAIN_VILLAGE, 1)) &&
!(gSaveContext.save.weekEventReg[0x21] & 0x80)) || !(gSaveContext.save.weekEventReg[33] & 0x80)) ||
((this->nextEntrance == ENTRANCE(ROAD_TO_SOUTHERN_SWAMP, 1)) && ((this->nextEntrance == ENTRANCE(ROAD_TO_SOUTHERN_SWAMP, 1)) &&
!(gSaveContext.save.weekEventReg[0x14] & 2)) || !(gSaveContext.save.weekEventReg[20] & 2)) ||
((this->nextEntrance == ENTRANCE(TERMINA_FIELD, 2)) && ((this->nextEntrance == ENTRANCE(TERMINA_FIELD, 2)) &&
!(gSaveContext.save.weekEventReg[0x37] & 0x80)) || !(gSaveContext.save.weekEventReg[55] & 0x80)) ||
((this->nextEntrance == ENTRANCE(ROAD_TO_IKANA, 1)) && ((this->nextEntrance == ENTRANCE(ROAD_TO_IKANA, 1)) &&
!(gSaveContext.save.weekEventReg[0x34] & 0x20))) && !(gSaveContext.save.weekEventReg[52] & 0x20))) &&
(!func_800FE590(this) || (Entrance_GetSceneId(this->nextEntrance + sceneLayer) < 0) || (!func_800FE590(this) || (Entrance_GetSceneId(this->nextEntrance + sceneLayer) < 0) ||
(Audio_GetActiveSequence(SEQ_PLAYER_BGM_MAIN) != NA_BGM_FINAL_HOURS))) { (Audio_GetActiveSequence(SEQ_PLAYER_BGM_MAIN) != NA_BGM_FINAL_HOURS))) {
func_801A4058(20); func_801A4058(20);
@ -684,7 +684,7 @@ void Play_UpdateTransition(PlayState* this) {
if (gSaveContext.minigameState == 1) { if (gSaveContext.minigameState == 1) {
gSaveContext.minigameState = 3; gSaveContext.minigameState = 3;
} }
} else { } else { // 1 and 3
STOP_GAMESTATE(&this->state); STOP_GAMESTATE(&this->state);
SET_NEXT_GAMESTATE(&this->state, FileSelect_Init, sizeof(FileSelectState)); SET_NEXT_GAMESTATE(&this->state, FileSelect_Init, sizeof(FileSelectState));
} }
@ -877,9 +877,9 @@ void Play_UpdateTransition(PlayState* this) {
#ifdef NON_MATCHING #ifdef NON_MATCHING
void Play_Update(PlayState* this) { void Play_Update(PlayState* this) {
PlayState* this2 = this; PlayState* this2 = this;
u8 pad60; u8 sp60;
s32 sp5C = 0; s32 sp5C = 0;
Input* pad58 = this->state.input; Input* sp58 = this->state.input;
gSegments[4] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.mainKeepIndex].segment); gSegments[4] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
gSegments[5] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.subKeepIndex].segment); gSegments[5] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
@ -893,7 +893,7 @@ void Play_Update(PlayState* this) {
} }
Actor_SetMovementScale(this->state.framerateDivisor); Actor_SetMovementScale(this->state.framerateDivisor);
if (FrameAdvance_Update(&this->frameAdvCtx, &pad58[1])) { if (FrameAdvance_Update(&this->frameAdvCtx, &sp58[1])) {
if ((this->transitionMode == TRANS_MODE_OFF) && (this->transitionTrigger != TRANS_TRIGGER_OFF)) { if ((this->transitionMode == TRANS_MODE_OFF) && (this->transitionTrigger != TRANS_TRIGGER_OFF)) {
this->transitionMode = TRANS_MODE_SETUP; this->transitionMode = TRANS_MODE_SETUP;
} }
@ -934,8 +934,8 @@ void Play_Update(PlayState* this) {
this->gameplayFrames++; this->gameplayFrames++;
Rumble_SetUpdateEnabled(true); Rumble_SetUpdateEnabled(true);
if ((this->actorCtx.freezeFlashTimer != 0) && (this->actorCtx.freezeFlashTimer-- < 5)) { if ((this->actorCtx.freezeFlashTimer != 0) && (this->actorCtx.freezeFlashTimer-- < 5)) {
pad60 = this->actorCtx.freezeFlashTimer; sp60 = this->actorCtx.freezeFlashTimer;
if ((pad60 > 0) && ((pad60 % 2) != 0)) { if ((sp60 > 0) && ((sp60 % 2) != 0)) {
this->envCtx.fillScreen = true; this->envCtx.fillScreen = true;
this->envCtx.screenFillColor[0] = this->envCtx.screenFillColor[1] = this->envCtx.screenFillColor[0] = this->envCtx.screenFillColor[1] =
this->envCtx.screenFillColor[2] = 150; this->envCtx.screenFillColor[2] = 150;
@ -962,8 +962,8 @@ void Play_Update(PlayState* this) {
Rumble_SetUpdateEnabled(false); Rumble_SetUpdateEnabled(false);
} }
Room_nop8012D510(this, &this->roomCtx.curRoom, &pad58[1], 0); Room_nop8012D510(this, &this->roomCtx.curRoom, &sp58[1], 0);
Room_nop8012D510(this, &this->roomCtx.prevRoom, &pad58[1], 1); Room_nop8012D510(this, &this->roomCtx.prevRoom, &sp58[1], 1);
SkyboxDraw_Update(&this->skyboxCtx); SkyboxDraw_Update(&this->skyboxCtx);
if ((this->pauseCtx.state != 0) || (this->pauseCtx.debugEditor != DEBUG_EDITOR_NONE)) { if ((this->pauseCtx.state != 0) || (this->pauseCtx.debugEditor != DEBUG_EDITOR_NONE)) {
@ -1150,18 +1150,15 @@ void Play_Draw(PlayState* this) {
SkinMatrix_MtxFMtxFMult(&this->viewProjectionMtxF, &this->billboardMtxF, &this->viewProjectionMtxF); SkinMatrix_MtxFMtxFMult(&this->viewProjectionMtxF, &this->billboardMtxF, &this->viewProjectionMtxF);
this->billboardMtxF.mf[3][2] = this->billboardMtxF.mf[3][2] = this->billboardMtxF.mf[3][1] = this->billboardMtxF.mf[3][0] =
(this->billboardMtxF.mf[3][1] = this->billboardMtxF.mf[2][3] = this->billboardMtxF.mf[1][3] = this->billboardMtxF.mf[0][3] = 0.0f;
(this->billboardMtxF.mf[3][0] =
(this->billboardMtxF.mf[2][3] =
(this->billboardMtxF.mf[1][3] = (this->billboardMtxF.mf[0][3] = 0.0f)))));
Matrix_Transpose(&this->billboardMtxF); Matrix_Transpose(&this->billboardMtxF);
this->billboardMtx = GRAPH_ALLOC(this->state.gfxCtx, 0x80); this->billboardMtx = GRAPH_ALLOC(this->state.gfxCtx, 0x80);
Matrix_MtxFToMtx(&this->billboardMtxF, this->billboardMtx); Matrix_MtxFToMtx(&this->billboardMtxF, this->billboardMtx);
Matrix_RotateYF(((s16)(Camera_GetCamDirYaw(GET_ACTIVE_CAM(this)) + 0x8000)) * 0.0000958738f, MTXMODE_NEW); Matrix_RotateYF(BINANG_TO_RAD((s16)(Camera_GetCamDirYaw(GET_ACTIVE_CAM(this)) + 0x8000)), MTXMODE_NEW);
Matrix_ToMtx(this->billboardMtx + 1); Matrix_ToMtx(this->billboardMtx + 1);
gSPSegment(POLY_OPA_DISP++, 0x01, this->billboardMtx); gSPSegment(POLY_OPA_DISP++, 0x01, this->billboardMtx);
@ -1531,15 +1528,15 @@ void Play_InitScene(PlayState* this, s32 spawn) {
void Play_SpawnScene(PlayState* this, s32 sceneId, s32 spawn) { void Play_SpawnScene(PlayState* this, s32 sceneId, s32 spawn) {
s32 pad; s32 pad;
SceneTableEntry* sp1C = &gSceneTable[sceneId]; SceneTableEntry* scene = &gSceneTable[sceneId];
sp1C->unk_D = 0; scene->unk_D = 0;
this->loadedScene = sp1C; this->loadedScene = scene;
this->sceneId = sceneId; this->sceneId = sceneId;
this->sceneConfig = sp1C->drawConfig; this->sceneConfig = scene->drawConfig;
this->sceneSegment = Play_LoadFile(this, &sp1C->segment); this->sceneSegment = Play_LoadFile(this, &scene->segment);
sp1C->unk_D = 0; scene->unk_D = 0;
gSegments[0x02] = VIRTUAL_TO_PHYSICAL(this->sceneSegment); gSegments[2] = VIRTUAL_TO_PHYSICAL(this->sceneSegment);
Play_InitScene(this, spawn); Play_InitScene(this, spawn);
Room_AllocateAndLoad(this, &this->roomCtx); Room_AllocateAndLoad(this, &this->roomCtx);
} }
@ -2079,6 +2076,7 @@ void Play_Init(GameState* thisx) {
gSaveContext.nextCutsceneIndex = 0xFFF0; gSaveContext.nextCutsceneIndex = 0xFFF0;
} }
// Not "First cycle" Termina Field
if (INV_CONTENT(ITEM_OCARINA) != ITEM_OCARINA) { if (INV_CONTENT(ITEM_OCARINA) != ITEM_OCARINA) {
if ((scene == ENTR_SCENE_TERMINA_FIELD) && if ((scene == ENTR_SCENE_TERMINA_FIELD) &&
(((void)0, gSaveContext.save.entrance) != ENTRANCE(TERMINA_FIELD, 10))) { (((void)0, gSaveContext.save.entrance) != ENTRANCE(TERMINA_FIELD, 10))) {
@ -2246,9 +2244,7 @@ void Play_Init(GameState* thisx) {
ZeldaArena_Init(((zAlloc + 8) & ~0xF), (zAllocSize - ((zAlloc + 8) & ~0xF)) + zAlloc); ZeldaArena_Init(((zAlloc + 8) & ~0xF), (zAllocSize - ((zAlloc + 8) & ~0xF)) + zAlloc);
Actor_InitContext(this, &this->actorCtx, this->linkActorEntry); Actor_InitContext(this, &this->actorCtx, this->linkActorEntry);
while (!Room_HandleLoadCallbacks(this, &this->roomCtx)) { while (!Room_HandleLoadCallbacks(this, &this->roomCtx)) {}
// Empty
}
if ((CURRENT_DAY != 0) && ((this->roomCtx.curRoom.unk3 == 1) || (this->roomCtx.curRoom.unk3 == 5))) { if ((CURRENT_DAY != 0) && ((this->roomCtx.curRoom.unk3 == 1) || (this->roomCtx.curRoom.unk3 == 5))) {
Actor_Spawn(&this->actorCtx, this, ACTOR_EN_TEST4, 0.0f, 0.0f, 0.0f, 0, 0, 0, 0); Actor_Spawn(&this->actorCtx, this, ACTOR_EN_TEST4, 0.0f, 0.0f, 0.0f, 0, 0, 0, 0);