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https://github.com/HarbourMasters/Starship.git
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c348962cab
* Sector Z Docs initial * Sector Z docs * some other things * correction * Space Junk * SectorZ_SetLevelObjects * rename assets with correct prefix * aSzBackgroundTex * details * pr review * Sector X initials * Meteo Initials * Sector X things I forgot * fox_tr360 & fox_ve1 & fox_so initials * fox_so details * Zones initials * More Zones initials * more zones initials * area 6 initials * fortuna inits * fortuna actors * some more docs * more docs for Fortuna * fix mistake in data incorrectly imported * Fortuna Radars * BossFO * Sector Y Initials * Venom 2 general Docs * Some Corneria Docs * Actor, Scenery and Boss IDs in update and draw functions of gObjectInfo * more docs and this usage * fox_360 this usage * more actor types and this usages * fox_effect type usage * training docs * some Sector X docs * fix incorrect usage of "this" * fix comment * more docs * funcNames * fox_bg spacing * boolean * scenery corneria bumbs * terrain bumps * corneria arch * more corneria objects * hitboxes * more corneria objects * more corneria level objects * more corneria objects * aCoWaterfallDL * corneria docs * more corneria docs * Granga swork start * corneria swork * Corneria * Corneria Granga docs * more granga docs * granga work buffer enum * CarrierParts enum use * option * Corneria Docs * GRANGA_FWK * fox_co.h header * fix Fault_FillRectangle typo * PR reviews * sCsTeamInitialPos * Doodad
54 lines
1.5 KiB
C
54 lines
1.5 KiB
C
#include "global.h"
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/*
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* File: fox_pause.c
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* System: Pause
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* Description: Some unused pause code.
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*/
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void func_pause_800A3CA0(void) {
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Matrix_Push(&gGfxMatrix);
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Matrix_LookAt(gGfxMatrix, gCsCamEyeX, gCsCamEyeY, gCsCamEyeZ, gCsCamAtX, gCsCamAtY, gCsCamAtZ, 0.0f, 1.0f, 0.0f,
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MTXF_APPLY);
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Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, -200.0f, MTXF_APPLY);
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Matrix_RotateY(gGfxMatrix, gControllerPress[gPlayerNum].stick_x * M_DTOR, MTXF_APPLY);
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Matrix_RotateX(gGfxMatrix, gControllerPress[gPlayerNum].stick_y * M_DTOR, MTXF_APPLY);
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Matrix_SetGfxMtx(&gMasterDisp);
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RCP_SetupDL_23();
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// Missing DList
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Matrix_Pop(&gGfxMatrix);
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}
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void func_pause_800A3E00(void) {
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switch (D_ctx_80177868) {
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case 0:
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if (gNextGameStateTimer == 0) {
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D_ctx_80177868 = 1;
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}
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break;
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case 1:
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D_ctx_80177868 = 2;
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gDrawMode = DRAW_UNK_7;
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gCsCamEyeX = gCsCamEyeY = gCsCamEyeZ = gCsCamAtX = gCsCamAtY = 0.0f;
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gCsCamAtZ = -10.0f;
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break;
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case 2:
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if ((gControllerPress[0].button & START_BUTTON) || (gControllerPress[1].button & START_BUTTON)) {
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Audio_PlayPauseSfx(0);
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D_ctx_80177868 = 3;
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gDrawMode = DRAW_NONE;
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Play_Setup();
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gNextGameStateTimer = 0;
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}
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break;
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case 3:
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if (gNextGameStateTimer == 0) {
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gPlayState = PLAY_UPDATE;
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}
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break;
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}
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}
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