z64frameadvance.h (#1182)

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Anghelo Carvajal 2023-03-08 01:19:08 -03:00 committed by GitHub
parent 9b33e6a3a5
commit d7af72273d
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4 changed files with 20 additions and 9 deletions

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@ -1742,9 +1742,6 @@ Path* Path_GetByIndex(PlayState* play, s16 index, s16 max);
f32 Path_OrientAndGetDistSq(Actor* actor, Path* path, s16 waypoint, s16* yaw);
void Path_CopyLastPoint(Path* path, Vec3f* dest);
void FrameAdvance_Init(FrameAdvanceContext* frameAdvCtx);
s32 FrameAdvance_Update(FrameAdvanceContext* frameAdvCtx, Input* input);
s32 func_801226E0(PlayState* play, s32 arg1);
s32 func_80122744(PlayState* play, struct_80122744_arg1* arg1, u32 arg2, Vec3s* arg3);
s32 func_80122760(PlayState* play, struct_80122744_arg1* arg1, f32 arg2);

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@ -36,6 +36,7 @@
#include "z64dma.h"
#include "z64eff_footmark.h"
#include "z64effect.h"
#include "z64frameadvance.h"
#include "z64interface.h"
#include "z64item.h"
#include "z64light.h"
@ -690,11 +691,6 @@ typedef struct {
/* 0x1 */ u8 ambienceId;
} SequenceContext; // size = 0x2
typedef struct {
/* 0x0 */ s32 enabled;
/* 0x4 */ s32 timer;
} FrameAdvanceContext; // size = 0x8
typedef enum {
/* 0 */ GAMEOVER_INACTIVE,
/* 1 */ GAMEOVER_DEATH_START,

16
include/z64frameadvance.h Normal file
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@ -0,0 +1,16 @@
#ifndef Z64FRAMEADVANCE_H
#define Z64FRAMEADVANCE_H
#include "ultra64.h"
#include "io/controller.h"
typedef struct FrameAdvanceContext {
/* 0x0 */ s32 enabled;
/* 0x4 */ s32 timer;
} FrameAdvanceContext; // size = 0x8
void FrameAdvance_Init(FrameAdvanceContext* frameAdvCtx);
s32 FrameAdvance_Update(FrameAdvanceContext* frameAdvCtx, Input* input);
#endif

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@ -18,7 +18,9 @@
*
* Note2: Controllers 2-4's inputs are normally zeroed out, so this would also need to be fixed to use frame advance
*/
#include "global.h"
#include "z64frameadvance.h"
#include "macros.h"
void FrameAdvance_Init(FrameAdvanceContext* frameAdvCtx) {
frameAdvCtx->timer = 0;