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https://github.com/Mr-Wiseguy/Zelda64Recomp.git
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use full signature for event annotations
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296d45614e
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@ -113,7 +113,7 @@ RECOMP_PATCH void func_80147314(SramContext* sramCtx, s32 fileNum) {
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gSaveContext.save.isOwlSave = false;
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gSaveContext.save.isOwlSave = false;
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// @recomp Prevent owl save/autosave deletion if autosaving is enabled, and...
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// @recomp Prevent owl save/autosave deletion if autosaving is enabled, and...
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// @recomp_use_export_var Prevent owl save deletion if mods disable it.
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// @recomp_use_export_var loading_deletes_owl_save: Prevent owl save deletion if mods disable it.
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if (!recomp_autosave_enabled() && loading_deletes_owl_save) {
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if (!recomp_autosave_enabled() && loading_deletes_owl_save) {
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gSaveContext.save.saveInfo.playerData.newf[0] = '\0';
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gSaveContext.save.saveInfo.playerData.newf[0] = '\0';
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gSaveContext.save.saveInfo.playerData.newf[1] = '\0';
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gSaveContext.save.saveInfo.playerData.newf[1] = '\0';
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@ -542,7 +542,7 @@ RECOMP_PATCH void Sram_OpenSave(FileSelectState* fileSelect, SramContext* sramCt
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s32 pad1;
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s32 pad1;
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s32 fileNum;
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s32 fileNum;
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// @recomp_event recomp_on_load_save: A save-file was just chosen.
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// @recomp_event recomp_on_load_save(FileSelectState* fileSelect, SramContext* sramCtx): A save-file was just chosen.
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recomp_on_load_save(fileSelect, sramCtx);
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recomp_on_load_save(fileSelect, sramCtx);
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if (gSaveContext.flashSaveAvailable) {
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if (gSaveContext.flashSaveAvailable) {
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@ -669,7 +669,7 @@ RECOMP_PATCH void Sram_OpenSave(FileSelectState* fileSelect, SramContext* sramCt
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// @recomp Initialize the autosave state tracking.
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// @recomp Initialize the autosave state tracking.
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autosave_init();
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autosave_init();
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// @recomp_event recomp_after_load_save: The save has finished loading.
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// @recomp_event recomp_after_load_save(FileSelectState* fileSelect, SramContext* sramCtx): The save has finished loading.
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recomp_after_load_save(fileSelect, sramCtx);
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recomp_after_load_save(fileSelect, sramCtx);
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}
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}
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@ -691,7 +691,7 @@ RECOMP_PATCH void Sram_ResetSaveFromMoonCrash(SramContext* sramCtx) {
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s32 i;
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s32 i;
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s32 cutsceneIndex = gSaveContext.save.cutsceneIndex;
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s32 cutsceneIndex = gSaveContext.save.cutsceneIndex;
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// @recomp_event recomp_on_moon_crash: A moon crash has just been triggered.
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// @recomp_event recomp_on_moon_crash(SramContext* sramCtx): A moon crash has just been triggered.
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recomp_on_moon_crash(sramCtx);
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recomp_on_moon_crash(sramCtx);
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if (moon_crash_resets_save)
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if (moon_crash_resets_save)
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@ -742,7 +742,7 @@ RECOMP_PATCH void Sram_ResetSaveFromMoonCrash(SramContext* sramCtx) {
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// @recomp Use the slow autosave timer to give the player extra time to respond to the moon crashing to decide if they want to reload their autosave.
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// @recomp Use the slow autosave timer to give the player extra time to respond to the moon crashing to decide if they want to reload their autosave.
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recomp_reset_autosave_timer_slow();
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recomp_reset_autosave_timer_slow();
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// @recomp_event recomp_after_moon_crash: The effects of moon crash have been written.
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// @recomp_event recomp_after_moon_crash(SramContext* sramCtx): The effects of moon crash have been written.
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recomp_after_moon_crash(sramCtx);
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recomp_after_moon_crash(sramCtx);
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}
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}
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@ -764,7 +764,7 @@ RECOMP_PATCH void ObjWarpstone_Update(Actor* thisx, PlayState* play) {
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ObjWarpstone* this = (ObjWarpstone*)thisx;
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ObjWarpstone* this = (ObjWarpstone*)thisx;
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s32 pad;
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s32 pad;
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// @recomp_event recomp_on_owl_update: Allow mods to handle owl update frames.
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// @recomp_event recomp_on_owl_update(ObjWarpstone* this, PlayState* play): Allow mods to handle owl update frames.
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recomp_on_owl_update(this, play);
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recomp_on_owl_update(this, play);
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if (this->isTalking) {
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if (this->isTalking) {
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@ -772,7 +772,7 @@ RECOMP_PATCH void ObjWarpstone_Update(Actor* thisx, PlayState* play) {
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this->isTalking = false;
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this->isTalking = false;
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} else if ((Message_GetState(&play->msgCtx) == TEXT_STATE_CHOICE) && Message_ShouldAdvance(play)) {
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} else if ((Message_GetState(&play->msgCtx) == TEXT_STATE_CHOICE) && Message_ShouldAdvance(play)) {
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if (play->msgCtx.choiceIndex != 0) {
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if (play->msgCtx.choiceIndex != 0) {
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// @recomp_event recomp_on_owl_save: The player chose to save from an owl statue.
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// @recomp_event recomp_on_owl_save(ObjWarpstone* this, PlayState* play): The player chose to save from an owl statue.
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recomp_on_owl_save(this, play);
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recomp_on_owl_save(this, play);
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Audio_PlaySfx_MessageDecide();
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Audio_PlaySfx_MessageDecide();
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@ -788,7 +788,7 @@ RECOMP_PATCH void ObjWarpstone_Update(Actor* thisx, PlayState* play) {
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play->msgCtx.unk120D4 = 0;
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play->msgCtx.unk120D4 = 0;
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gSaveContext.save.owlWarpId = OBJ_WARPSTONE_GET_OWL_WARP_ID(&this->dyna.actor);
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gSaveContext.save.owlWarpId = OBJ_WARPSTONE_GET_OWL_WARP_ID(&this->dyna.actor);
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// @recomp_event recomp_after_owl_save: Owl save is finished.
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// @recomp_event recomp_after_owl_save(ObjWarpstone* this, PlayState* play): Owl save is finished.
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recomp_after_owl_save(this, play);
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recomp_after_owl_save(this, play);
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} else {
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} else {
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Message_CloseTextbox(play);
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Message_CloseTextbox(play);
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@ -17,7 +17,7 @@ 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_event Allow mods to execute code every frame.
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// @recomp_event recomp_on_play_main(PlayState* play): Allow mods to execute code every frame.
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recomp_on_play_main(this);
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recomp_on_play_main(this);
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// @recomp
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// @recomp
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@ -40,12 +40,12 @@ RECOMP_PATCH void Play_Main(GameState* thisx) {
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}
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}
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camera_pre_play_update(this);
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camera_pre_play_update(this);
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// @recomp_event Play_Update is about to be called.
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// @recomp_event recomp_on_play_update(PlayState* play): Play_Update is about to be called.
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recomp_on_play_update(this);
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recomp_on_play_update(this);
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Play_Update(this);
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Play_Update(this);
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// @recomp_event Play_Update was called.
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// @recomp_event recomp_after_play_update(PlayState* play): Play_Update was called.
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recomp_after_play_update(this);
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recomp_after_play_update(this);
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camera_post_play_update(this);
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camera_post_play_update(this);
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@ -16,7 +16,7 @@ RECOMP_PATCH void Main_Init(void) {
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OSMesg msg[1];
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OSMesg msg[1];
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size_t prevSize;
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size_t prevSize;
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// @recomp_event Allow mods to initialize themselves once.
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// @recomp_event recomp_on_init(): Allow mods to initialize themselves once.
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recomp_on_init();
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recomp_on_init();
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osCreateMesgQueue(&mq, msg, ARRAY_COUNT(msg));
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osCreateMesgQueue(&mq, msg, ARRAY_COUNT(msg));
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