#include "play_patches.h" #include "z64debug_display.h" #include "input.h" extern Input D_801F6C18; void controls_play_update(PlayState* play) { gSaveContext.options.zTargetSetting = recomp_get_targeting_mode(); } // @recomp Patched to add hooks for various added functionality. void Play_Main(GameState* thisx) { static Input* prevInput = NULL; PlayState* this = (PlayState*)thisx; // @recomp debug_play_update(this); controls_play_update(this); // @recomp avoid unused variable warning (void)prevInput; prevInput = CONTROLLER1(&this->state); DebugDisplay_Init(); { GraphicsContext* gfxCtx = this->state.gfxCtx; if (1) { this->state.gfxCtx = NULL; } camera_pre_play_update(this); Play_Update(this); camera_post_play_update(this); this->state.gfxCtx = gfxCtx; } { Input input = *CONTROLLER1(&this->state); if (1) { *CONTROLLER1(&this->state) = D_801F6C18; } Play_Draw(this); *CONTROLLER1(&this->state) = input; } CutsceneManager_Update(); CutsceneManager_ClearWaiting(); }