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https://github.com/Zelda64Recomp/Zelda64Recomp.git
synced 2026-04-27 20:51:40 +00:00
More formatting and comments.
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parent
bb574ac2e7
commit
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2 changed files with 4 additions and 4 deletions
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@ -51,6 +51,7 @@ RECOMP_PATCH void Play_Main(GameState* thisx) {
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static Input* prevInput = NULL;
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static Input* prevInput = NULL;
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PlayState* this = (PlayState*)thisx;
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PlayState* this = (PlayState*)thisx;
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// @recomp If the reset game button was pressed, we'll handle that now.
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if (recomp_should_reset_game()) {
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if (recomp_should_reset_game()) {
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do_reset_game(this);
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do_reset_game(this);
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}
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}
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@ -195,12 +196,12 @@ RECOMP_PATCH void Play_Init(GameState* thisx) {
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// @recomp_event recomp_on_play_init(PlayState* this): A new PlayState is being initialized.
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// @recomp_event recomp_on_play_init(PlayState* this): A new PlayState is being initialized.
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recomp_on_play_init(this);
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recomp_on_play_init(this);
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// @recomp make the game reset button visible ONLY if we're not running the titlescreen sequence.
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if (!recomp_in_title_sequence) {
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if (!recomp_in_title_sequence) {
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recomp_set_reset_button_visibility(1);
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recomp_set_reset_button_visibility(1);
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}
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}
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if ((gSaveContext.respawnFlag == -4) || (gSaveContext.respawnFlag == -0x63)) {
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if ((gSaveContext.respawnFlag == -4) || (gSaveContext.respawnFlag == -0x63)) {
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if (CHECK_EVENTINF(EVENTINF_TRIGGER_DAYTELOP)) {
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if (CHECK_EVENTINF(EVENTINF_TRIGGER_DAYTELOP)) {
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CLEAR_EVENTINF(EVENTINF_TRIGGER_DAYTELOP);
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CLEAR_EVENTINF(EVENTINF_TRIGGER_DAYTELOP);
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@ -182,5 +182,4 @@ extern "C" void recomp_should_reset_game(uint8_t* rdram, recomp_context* ctx) {
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extern "C" void recomp_set_reset_button_visibility(uint8_t* rdram, recomp_context* ctx) {
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extern "C" void recomp_set_reset_button_visibility(uint8_t* rdram, recomp_context* ctx) {
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uint8_t storeVal = _arg<0, uint8_t>(rdram, ctx);
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uint8_t storeVal = _arg<0, uint8_t>(rdram, ctx);
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zelda64::set_reset_button_visibility((bool)storeVal);
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zelda64::set_reset_button_visibility((bool)storeVal);
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}
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}
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