clean up comments (#6369)
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@@ -283,8 +283,8 @@ void PatchIronKnuckleTextureOverflow() {
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void PatchBoulderFragment() {
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void PatchBoulderFragment() {
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// The boulder fragment renders invisible due to the change made by https://github.com/Kenix3/libultraship/pull/721
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// The boulder fragment renders invisible due to the change made by https://github.com/Kenix3/libultraship/pull/721
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// Until it is known wether this change is approriate or something else should be done to it, the following patches
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// Until it is known whether this change is appropriate or something else should be done to it, the following
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// adjust the render mode for the DL to not become invisible
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// patches adjust the render mode for the DL to not become invisible
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ResourceMgr_PatchGfxByName(gBoulderFragmentsDL, "boulderFragmentRenderFix3", 3,
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ResourceMgr_PatchGfxByName(gBoulderFragmentsDL, "boulderFragmentRenderFix3", 3,
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gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_AA_ZB_OPA_SURF2));
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gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_AA_ZB_OPA_SURF2));
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ResourceMgr_PatchGfxByName(gBoulderFragmentsDL, "boulderFragmentRenderFix6", 6,
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ResourceMgr_PatchGfxByName(gBoulderFragmentsDL, "boulderFragmentRenderFix6", 6,
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@@ -418,7 +418,7 @@ extern "C" void Randomizer_DrawTriforcePiece(PlayState* play, GetItemEntry getIt
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CLOSE_DISPS(play->state.gfxCtx);
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CLOSE_DISPS(play->state.gfxCtx);
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}
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}
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// Seperate draw function for drawing the Triforce piece when in the GI state.
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// Separate draw function for drawing the Triforce piece when in the GI state.
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// Needed for delaying showing the triforce piece slightly so the triforce shard doesn't
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// Needed for delaying showing the triforce piece slightly so the triforce shard doesn't
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// suddenly snap to the new piece model or completed triforce because the piece is
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// suddenly snap to the new piece model or completed triforce because the piece is
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// given mid textbox. Also makes it so the overworld models don't turn into the completed
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// given mid textbox. Also makes it so the overworld models don't turn into the completed
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@@ -422,7 +422,7 @@ ItemObtainability Randomizer::GetItemObtainabilityFromRandomizerGet(RandomizerGe
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return OTRGlobals::Instance->gRandoContext->GetOption(RSK_BOMBCHU_BAG).Is(RO_BOMBCHU_BAG_NONE)
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return OTRGlobals::Instance->gRandoContext->GetOption(RSK_BOMBCHU_BAG).Is(RO_BOMBCHU_BAG_NONE)
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? CAN_OBTAIN
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? CAN_OBTAIN
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: (INV_CONTENT(ITEM_BOMBCHU) != ITEM_NONE ? CAN_OBTAIN : CANT_OBTAIN_NEED_UPGRADE);
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: (INV_CONTENT(ITEM_BOMBCHU) != ITEM_NONE ? CAN_OBTAIN : CANT_OBTAIN_NEED_UPGRADE);
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case RG_PROGRESSIVE_BOMBCHU_BAG: // RANDOTODO Do we want bombchu refills to exist separatly from bombchu bags?
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case RG_PROGRESSIVE_BOMBCHU_BAG: // RANDOTODO Do we want bombchu refills to exist separately from bombchu bags?
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// If so, this needs changing.
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// If so, this needs changing.
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switch (OTRGlobals::Instance->gRandoContext->GetOption(RSK_BOMBCHU_BAG).Get()) {
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switch (OTRGlobals::Instance->gRandoContext->GetOption(RSK_BOMBCHU_BAG).Get()) {
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case RO_BOMBCHU_BAG_NONE:
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case RO_BOMBCHU_BAG_NONE:
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@@ -44,7 +44,6 @@ typedef struct ShopItemIdentity {
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int32_t itemPrice;
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int32_t itemPrice;
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} ShopItemIdentity;
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} ShopItemIdentity;
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// RANDOTODO compare child long jumpslash range with adult short
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#define ENTRANCE_GROTTO_LOAD_START 0x0700
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#define ENTRANCE_GROTTO_LOAD_START 0x0700
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#define ENTRANCE_GROTTO_EXIT_START 0x0800
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#define ENTRANCE_GROTTO_EXIT_START 0x0800
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@@ -3430,7 +3430,7 @@ void Settings::ParseJson(nlohmann::json spoilerFileJson) {
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nlohmann::json settingsJson = spoilerFileJson["settings"];
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nlohmann::json settingsJson = spoilerFileJson["settings"];
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for (auto it = settingsJson.begin(); it != settingsJson.end(); ++it) {
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for (auto it = settingsJson.begin(); it != settingsJson.end(); ++it) {
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// todo load into cvars for UI
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// todo load into cvars for UI
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// RANDOTODO handle numeric value to options conversion better than brute froce
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// RANDOTODO handle numeric value to options conversion better than brute force
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if (StaticData::optionNameToEnum.contains(it.key())) {
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if (StaticData::optionNameToEnum.contains(it.key())) {
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const RandomizerSettingKey index = StaticData::optionNameToEnum[it.key()];
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const RandomizerSettingKey index = StaticData::optionNameToEnum[it.key()];
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mContext->GetOption(index).Set(mOptions[index].GetValueFromText(it.value()));
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mContext->GetOption(index).Set(mOptions[index].GetValueFromText(it.value()));
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@@ -543,7 +543,7 @@ extern "C" SkeletonHeader* ResourceMgr_LoadSkeletonByName(const char* path, Skel
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}
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}
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// This function is only called when a skeleton is initialized.
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// This function is only called when a skeleton is initialized.
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// Therefore we can take this oppurtunity to take note of the Skeleton that is created...
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// Therefore we can take this opportunity to take note of the Skeleton that is created...
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if (skelAnime != nullptr) {
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if (skelAnime != nullptr) {
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auto stringPath = std::string(path);
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auto stringPath = std::string(path);
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SOH::SkeletonPatcher::RegisterSkeleton(stringPath, skelAnime);
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SOH::SkeletonPatcher::RegisterSkeleton(stringPath, skelAnime);
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