mirror of https://github.com/zeldaret/mm.git
Rename and format
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6d6c973d27
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@ -2176,8 +2176,8 @@ void func_80121FC4(GlobalContext* globalCtx);
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Path* Path_GetByIndex(GlobalContext* globalCtx, s16 index, s16 max);
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f32 Path_OrientAndGetDistSq(Actor* actor, Path* path, s16 waypoint, s16* yaw);
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void Path_CopyLastPoint(Path* path, Vec3f* dest);
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void func_80122660(FrameAdvanceContext* frameAdvCtx);
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s32 func_80122670(FrameAdvanceContext* frameAdvCtx, Input* input);
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void FrameAdvance_Init(FrameAdvanceContext* frameAdvCtx);
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s32 FrameAdvance_Update(FrameAdvanceContext* frameAdvCtx, Input* input);
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// void func_801226E0(void);
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void func_80122744(GlobalContext* globalCtx, UNK_PTR arg1, u32 arg2, Vec3s* arg3);
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s32 func_80122760(GlobalContext* globalCtx, UNK_PTR arg1, f32 arg2);
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2
spec
2
spec
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@ -521,7 +521,7 @@ beginseg
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include "build/data/code/z_parameter.data.o"
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include "build/data/code/z_parameter.bss.o"
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include "build/src/code/z_path.o"
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include "build/src/code/z_pause.o"
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include "build/src/code/z_frame_advance.o"
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include "build/src/code/z_player_lib.o"
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include "build/data/code/z_player_lib.data.o"
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include "build/data/code/z_player_lib.bss.o"
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@ -0,0 +1,25 @@
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#include "global.h"
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void FrameAdvance_Init(FrameAdvanceContext* frameAdvCtx) {
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frameAdvCtx->timer = 0;
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frameAdvCtx->enabled = false;
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}
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/**
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* Frame advance allows you to advance through the game one frame at a time on command.
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* To advance a frame, hold Z and press R on the spceified controller.
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* Holding Z and R will advance a frame every half second.
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*
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* This function returns true when frame advance is not active (game will run normally)
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*
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* Note: There is no way to enable it
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*/
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s32 FrameAdvance_Update(FrameAdvanceContext* frameAdvCtx, Input* input) {
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if (!frameAdvCtx->enabled || (CHECK_BTN_ALL(input->cur.button, BTN_Z) &&
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(CHECK_BTN_ALL(input->press.button, BTN_R) ||
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(CHECK_BTN_ALL(input->cur.button, BTN_R) && (++frameAdvCtx->timer >= 9))))) {
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frameAdvCtx->timer = 0;
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return true;
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}
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return false;
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}
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@ -1,16 +0,0 @@
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#include "global.h"
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void func_80122660(FrameAdvanceContext* frameAdvCtx) {
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frameAdvCtx->timer = 0;
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frameAdvCtx->enabled = false;
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}
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s32 func_80122670(FrameAdvanceContext* frameAdvCtx, Input* input) {
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if (!frameAdvCtx->enabled || (CHECK_BTN_ALL(input->cur.button, BTN_Z) &&
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(CHECK_BTN_ALL(input->press.button, BTN_R) ||
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(CHECK_BTN_ALL(input->cur.button, BTN_R) && (++frameAdvCtx->timer >= 9))))) {
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frameAdvCtx->timer = 0;
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return true;
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}
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return false;
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}
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@ -2170,8 +2170,8 @@
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0x801224E0:("Path_GetByIndex",),
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0x80122524:("Path_OrientAndGetDistSq",),
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0x801225CC:("Path_CopyLastPoint",),
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0x80122660:("func_80122660",),
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0x80122670:("func_80122670",),
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0x80122660:("FrameAdvance_Init",),
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0x80122670:("FrameAdvance_Update",),
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0x801226E0:("func_801226E0",),
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0x80122744:("func_80122744",),
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0x80122760:("func_80122760",),
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