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z_game_over.c (#263)
* game over * Fixes * Revert save field rename * Fix comment indent Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com> * Add bss reordering stuff, fix bss reordering in z_scene_proc * Enum uggestions, fix item id * link -> player in enum comments Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com> Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com> Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
This commit is contained in:
co-authored by
Anghelo Carvajal
EllipticEllipsis
parent
b2747aa8b4
commit
ef53ba8261
+8
-8
@@ -1769,9 +1769,9 @@ void func_800FB320(GlobalContext* globalCtx, u8 param_2);
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void func_800FB758(GlobalContext* globalCtx);
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// void func_800FB9B4(void);
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// void func_800FBCBC(void);
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// void func_800FBDEC(void);
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void func_800FBF3C(GlobalContext* globalCtx);
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// void func_800FC158(void);
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void Kankyo_InitGameOverLights(GlobalContext* globalCtx);
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void Kankyo_FadeInGameOverLights(GlobalContext* globalCtx);
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void Kankyo_FadeOutGameOverLights(GlobalContext* globalCtx);
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// void func_800FC3DC(void);
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void func_800FC444(GraphicsContext* gfxCtx, u8 arg1, u8 arg2, u8 arg3, u8 arg4, UNK_TYPE arg5);
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// void func_800FC64C(void);
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@@ -2758,7 +2758,7 @@ void func_8013ECE0(f32 xyzDistToPlayerSq, u8 arg1, u8 arg2, u8 arg3);
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void func_8013ED9C(void);
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void func_8013EDD0(void);
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// void func_8013EE04(void);
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// void func_8013EE24(void);
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void func_8013EE24(void);
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// void func_8013EE38(void);
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// void func_8013EE48(void);
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void View_ViewportToVp(Vp* dest, Viewport* src);
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@@ -3070,7 +3070,7 @@ void func_80169DCC(GlobalContext* globalCtx, s32 arg1, u16 arg2, s32 arg3, s32 a
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void func_80169E6C(GlobalContext* globalCtx, s32 param_1, s32 param_2);
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// void func_80169ECC(void);
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void func_80169EFC(GlobalContext* globalCtx);
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// void func_80169F78(void);
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void func_80169F78(GlobalContext* globalCtx);
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// void func_80169FDC(void);
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// void func_80169FFC(void);
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s32 FrameAdvance_IsEnabled(GlobalContext* globalCtx);
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@@ -4058,9 +4058,9 @@ s32 func_801A8A50(s32 param1);
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// void func_801AA248(void);
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// void func_801AA3E4(void);
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// void func_801AA520(void);
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void func_801AA610(GlobalContext* globalCtx);
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void func_801AA624(GlobalContext* globalCtx);
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// void func_801AA68C(UNK_TYPE4 ctxt);
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void GameOver_Init(GlobalContext* globalCtx);
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void GameOver_FadeLights(GlobalContext* globalCtx);
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void GameOver_Update(GlobalContext* globalCtx);
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void func_801AAAA0(GlobalContext* globalCtx);
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#endif
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+3
-1
@@ -61,11 +61,13 @@
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#define CUR_UPG_VALUE_VOID(upg) \
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((((void)0, gSaveContext.inventory.upgrades) & gUpgradeMasks[upg]) >> gUpgradeShifts[upg])
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#define CUR_FORM ((gSaveContext.playerForm == PLAYER_FORM_HUMAN) ? 0 : gSaveContext.playerForm)
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#define ALL_EQUIP_VALUE(equip) ((gSaveContext.inventory.equipment & gEquipMasks[equip]) >> gEquipShifts[equip])
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#define CUR_EQUIP_VALUE(equip) ((gSaveContext.equips.equipment & gEquipMasks[equip]) >> gEquipShifts[equip])
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#define CUR_UPG_VALUE(upg) ((gSaveContext.inventory.upgrades & gUpgradeMasks[upg]) >> gUpgradeShifts[upg])
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#define TAKE_EQUIPPED_ITEM(equip) (gSaveContext.equips.equipment = ((((void)0, gSaveContext.equips.equipment) & (gEquipNegMasks[equip])) | (u16)(0 << gEquipShifts[equip])))
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#define CUR_FORM_EQUIP(button) (gSaveContext.equips.buttonItems[gSaveContext.playerForm == PLAYER_FORM_HUMAN ? 0 : gSaveContext.playerForm][button])
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#define CUR_FORM_EQUIP(button) (gSaveContext.equips.buttonItems[CUR_FORM][button])
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#define CHECK_QUEST_ITEM(item) (((void)0, gSaveContext.inventory.questItems) & gBitFlags[item])
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#define REMOVE_QUEST_ITEM(item) (gSaveContext.inventory.questItems = (((void)0, gSaveContext.inventory.questItems) & (-1 - gBitFlags[item])))
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@@ -3134,7 +3134,6 @@ extern UNK_PTR D_801E10B0;
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// extern UNK_TYPE4 D_801E1104;
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// extern UNK_TYPE4 D_801E1108;
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// extern UNK_TYPE4 D_801E110C;
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// extern UNK_TYPE2 D_801E1110;
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// extern UNK_TYPE2 D_801E1180;
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// extern UNK_TYPE1 D_801E1420;
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// extern UNK_TYPE2 D_801E1630;
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@@ -1509,6 +1509,19 @@ typedef struct {
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/* 0x04 */ s32 timer;
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} FrameAdvanceContext; // size = 0x8
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typedef enum {
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/* 00 */ GAMEOVER_INACTIVE,
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/* 01 */ GAMEOVER_DEATH_START,
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/* 02 */ GAMEOVER_DEATH_WAIT_GROUND, // wait for player to fall and hit the ground
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/* 03 */ GAMEOVER_DEATH_FADE_OUT, // wait before fading out
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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 player 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 player's body
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/* 24 */ GAMEOVER_REVIVE_FADE_OUT // fade out the game over lights as player is revived and gets back up
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} GameOverState;
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typedef struct {
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/* 0x00 */ u16 state;
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} GameOverContext; // size = 0x02
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+3
-1
@@ -34,6 +34,7 @@ typedef enum {
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/* 0x16 */ ITEM_FAIRY,
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/* 0x17 */ ITEM_DEKU_PRINCESS,
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/* 0x1E */ ITEM_MUSHROOM = 0x1E,
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/* 0x32 */ ITEM_MASK_DEKU = 0x32,
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/* 0x38 */ ITEM_MASK_ALL_NIGHT = 0x38,
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/* 0x3A */ ITEM_MASK_KEATON = 0x3A,
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/* 0x3B */ ITEM_MASK_GARO,
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@@ -43,7 +44,8 @@ typedef enum {
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/* 0x4D */ ITEM_SWORD_KOKIRI = 0x4D,
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/* 0x4E */ ITEM_SWORD_RAZOR,
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/* 0x4F */ ITEM_SWORD_GILDED,
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/* 0x51 */ ITEM_SHIELD_HERO = 0x51,
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/* 0x50 */ ITEM_SWORD_DEITY,
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/* 0x51 */ ITEM_SHIELD_HERO,
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/* 0x52 */ ITEM_SHIELD_MIRROR,
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/* 0x56 */ ITEM_BOMB_BAG_20 = 0x56,
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/* 0x57 */ ITEM_BOMB_BAG_30,
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