mirror of
https://github.com/Zelda64Recomp/Zelda64Recomp.git
synced 2026-04-28 05:01:39 +00:00
Formatting & a couple comments.
This commit is contained in:
parent
525feeed60
commit
bb574ac2e7
5 changed files with 7 additions and 2 deletions
|
|
@ -76,6 +76,8 @@ RECOMP_PATCH void FileSelect_Init(GameState* thisx) {
|
||||||
FileSelectState* this = (FileSelectState*)thisx;
|
FileSelectState* this = (FileSelectState*)thisx;
|
||||||
size_t size;
|
size_t size;
|
||||||
|
|
||||||
|
// @recomp indicates that the titlescreen has ended.
|
||||||
|
// The game reset button will now be controlled exclusively by the PlayState
|
||||||
recomp_set_in_title_sequence(false);
|
recomp_set_in_title_sequence(false);
|
||||||
|
|
||||||
GameState_SetFramerateDivisor(&this->state, 1);
|
GameState_SetFramerateDivisor(&this->state, 1);
|
||||||
|
|
|
||||||
|
|
@ -477,6 +477,7 @@ RECOMP_PATCH void Play_Destroy(GameState* thisx) {
|
||||||
PlayState* this = (PlayState*)thisx;
|
PlayState* this = (PlayState*)thisx;
|
||||||
GraphicsContext* gfxCtx = this->state.gfxCtx;
|
GraphicsContext* gfxCtx = this->state.gfxCtx;
|
||||||
|
|
||||||
|
// @recomp hide the reset button when the PlayState is destroyed.
|
||||||
recomp_set_reset_button_visibility(0);
|
recomp_set_reset_button_visibility(0);
|
||||||
|
|
||||||
if (sBombersNotebookOpen) {
|
if (sBombersNotebookOpen) {
|
||||||
|
|
|
||||||
|
|
@ -34,5 +34,7 @@ RECOMP_PATCH void TitleSetup_Init(GameState* thisx) {
|
||||||
gSaveContext.respawn[RESPAWN_MODE_DEKU].entrance = 0xFF;
|
gSaveContext.respawn[RESPAWN_MODE_DEKU].entrance = 0xFF;
|
||||||
gSaveContext.respawn[RESPAWN_MODE_HUMAN].entrance = 0xFF;
|
gSaveContext.respawn[RESPAWN_MODE_HUMAN].entrance = 0xFF;
|
||||||
|
|
||||||
|
// @recomp the game reset button shouldn't be shown during the title sequence,
|
||||||
|
// despite the fact that a PlayState is initialized.
|
||||||
recomp_set_in_title_sequence(true);
|
recomp_set_in_title_sequence(true);
|
||||||
}
|
}
|
||||||
|
|
|
||||||
Loading…
Add table
Reference in a new issue