Zelda64Recomp/patches/play_patches.c

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#include "play_patches.h"
#include "z64debug_display.h"
#include "input.h"
extern Input D_801F6C18;
RECOMP_DECLARE_EVENT(recomp_on_play_main(PlayState* play));
RECOMP_DECLARE_EVENT(recomp_on_play_update(PlayState* play));
RECOMP_DECLARE_EVENT(recomp_after_play_update(PlayState* play));
void controls_play_update(PlayState* play) {
gSaveContext.options.zTargetSetting = recomp_get_targeting_mode();
}
// @recomp Patched to add hooks for various added functionality.
RECOMP_PATCH void Play_Main(GameState* thisx) {
static Input* prevInput = NULL;
PlayState* this = (PlayState*)thisx;
// @recomp_event recomp_on_play_main(PlayState* play): Allow mods to execute code every frame.
recomp_on_play_main(this);
// @recomp
debug_play_update(this);
controls_play_update(this);
analog_cam_pre_play_update(this);
matrix_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);
// @recomp_event recomp_on_play_update(PlayState* play): Play_Update is about to be called.
recomp_on_play_update(this);
Play_Update(this);
// @recomp_event recomp_after_play_update(PlayState* play): Play_Update was called.
recomp_after_play_update(this);
camera_post_play_update(this);
analog_cam_post_play_update(this);
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autosave_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();
}
// @recomp Patched to add load a hook for loading rooms.
RECOMP_PATCH s32 Room_HandleLoadCallbacks(PlayState* play, RoomContext* roomCtx) {
if (roomCtx->status == 1) {
if (osRecvMesg(&roomCtx->loadQueue, NULL, OS_MESG_NOBLOCK) == 0) {
roomCtx->status = 0;
roomCtx->curRoom.segment = roomCtx->activeRoomVram;
gSegments[3] = OS_K0_TO_PHYSICAL(roomCtx->activeRoomVram);
// @recomp Call the room load hook.
room_load_hook(play, &roomCtx->curRoom);
Scene_ExecuteCommands(play, roomCtx->curRoom.segment);
func_80123140(play, GET_PLAYER(play));
Actor_SpawnTransitionActors(play, &play->actorCtx);
if (((play->sceneId != SCENE_IKANA) || (roomCtx->curRoom.num != 1)) && (play->sceneId != SCENE_IKNINSIDE)) {
play->envCtx.lightSettingOverride = LIGHT_SETTING_OVERRIDE_NONE;
play->envCtx.lightBlendOverride = LIGHT_BLEND_OVERRIDE_NONE;
}
func_800FEAB0();
if (Environment_GetStormState(play) == STORM_STATE_OFF) {
Environment_StopStormNatureAmbience(play);
}
} else {
return 0;
}
}
return 1;
}