#include "global.h" #include "z64rumble.h" void GameOver_Init(PlayState* play) { play->gameOverCtx.state = GAMEOVER_INACTIVE; } void GameOver_FadeLights(PlayState* play) { GameOverContext* gameOverCtx = &play->gameOverCtx; if ((gameOverCtx->state >= GAMEOVER_DEATH_WAIT_GROUND && gameOverCtx->state < GAMEOVER_REVIVE_START) || (gameOverCtx->state >= GAMEOVER_REVIVE_RUMBLE && gameOverCtx->state < GAMEOVER_REVIVE_FADE_OUT)) { Kankyo_FadeInGameOverLights(play); } } static s16 sGameOverTimer = 0; void GameOver_Update(PlayState* play) { GameOverContext* gameOverCtx = &play->gameOverCtx; s16 i; switch (gameOverCtx->state) { case GAMEOVER_DEATH_START: func_801477B4(play); for (i = 0; i < ARRAY_COUNT(gSaveContext.unk_3DD0); i++) { gSaveContext.unk_3DD0[i] = 0; } gSaveContext.eventInf[1] &= ~1; if (CUR_FORM == 0) { if (CUR_FORM_EQUIP(EQUIP_SLOT_B) != ITEM_SWORD_KOKIRI && CUR_FORM_EQUIP(EQUIP_SLOT_B) != ITEM_SWORD_RAZOR && CUR_FORM_EQUIP(EQUIP_SLOT_B) != ITEM_SWORD_GILDED && CUR_FORM_EQUIP(EQUIP_SLOT_B) != ITEM_SWORD_DEITY) { if (gSaveContext.buttonStatus[EQUIP_SLOT_B] != BTN_ENABLED) { CUR_FORM_EQUIP(EQUIP_SLOT_B) = gSaveContext.buttonStatus[EQUIP_SLOT_B]; } else { CUR_FORM_EQUIP(EQUIP_SLOT_B) = ITEM_NONE; } } } gSaveContext.unk_3DC0 = 2000; gSaveContext.save.playerData.tatlTimer = 0; gSaveContext.seqIndex = (u8)NA_BGM_DISABLED; gSaveContext.nightSeqIndex = 0xFF; gSaveContext.eventInf[0] = 0; gSaveContext.eventInf[1] = 0; gSaveContext.eventInf[2] = 0; gSaveContext.eventInf[3] = 0; gSaveContext.buttonStatus[EQUIP_SLOT_B] = BTN_ENABLED; gSaveContext.buttonStatus[EQUIP_SLOT_C_LEFT] = BTN_ENABLED; gSaveContext.buttonStatus[EQUIP_SLOT_C_DOWN] = BTN_ENABLED; gSaveContext.buttonStatus[EQUIP_SLOT_C_RIGHT] = BTN_ENABLED; gSaveContext.buttonStatus[EQUIP_SLOT_A] = BTN_ENABLED; gSaveContext.unk_3F1E = 0; gSaveContext.unk_3F20 = 0; gSaveContext.unk_3F22 = 0; gSaveContext.unk_3F24 = 0; Kankyo_InitGameOverLights(play); sGameOverTimer = 20; Rumble_Request(0.0f, 126, 124, 63); gameOverCtx->state = GAMEOVER_DEATH_WAIT_GROUND; break; case GAMEOVER_DEATH_FADE_OUT: if (func_801A8A50(1) != NA_BGM_GAME_OVER) { func_80169F78(&play->state); if (gSaveContext.respawnFlag != -7) { gSaveContext.respawnFlag = -6; } gSaveContext.nextTransitionType = TRANS_TYPE_02; gSaveContext.save.playerData.health = 0x30; gameOverCtx->state++; if (INV_CONTENT(ITEM_MASK_DEKU) == ITEM_MASK_DEKU) { gSaveContext.save.playerForm = PLAYER_FORM_HUMAN; gSaveContext.save.equippedMask = PLAYER_MASK_NONE; } Rumble_StateReset(); } break; case GAMEOVER_REVIVE_START: gameOverCtx->state++; sGameOverTimer = 0; Kankyo_InitGameOverLights(play); ShrinkWindow_SetLetterboxTarget(32); break; case GAMEOVER_REVIVE_RUMBLE: sGameOverTimer = 50; gameOverCtx->state++; Rumble_Request(0.0f, 126, 124, 63); break; case GAMEOVER_REVIVE_WAIT_GROUND: sGameOverTimer--; if (sGameOverTimer == 0) { sGameOverTimer = 64; gameOverCtx->state++; } break; case GAMEOVER_REVIVE_WAIT_FAIRY: sGameOverTimer--; if (sGameOverTimer == 0) { sGameOverTimer = 50; gameOverCtx->state++; } break; case GAMEOVER_REVIVE_FADE_OUT: Kankyo_FadeOutGameOverLights(play); sGameOverTimer--; if (sGameOverTimer == 0) { gameOverCtx->state = GAMEOVER_INACTIVE; } break; } }