mirror of
https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-09-06 04:13:15 +02:00
45 lines
1002 B
C
45 lines
1002 B
C
#include "play_patches.h"
|
|
#include "z64debug_display.h"
|
|
|
|
extern Input D_801F6C18;
|
|
|
|
// @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);
|
|
|
|
// @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();
|
|
}
|