[docs] Upstream updates 1 (#1955)
* First round of upstream updates and commenting patternss * Renames from z64player * Renames from z64save * Undo changes to legacy save struct * Add missing reference from entrance rando * Fixes from stat tracker * More tweaks
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@@ -341,11 +341,11 @@ void DrawInfoTab() {
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ImGui::SliderScalar("Health", ImGuiDataType_S16, &gSaveContext.health, &healthMin, &healthMax);
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UIWidgets::InsertHelpHoverText("Current health. 16 units per full heart");
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bool doubleDefense = gSaveContext.doubleDefense != 0;
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if (ImGui::Checkbox("Double Defense", &doubleDefense)) {
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gSaveContext.doubleDefense = doubleDefense;
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bool isDoubleDefenseAcquired = gSaveContext.isDoubleDefenseAcquired != 0;
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if (ImGui::Checkbox("Double Defense", &isDoubleDefenseAcquired)) {
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gSaveContext.isDoubleDefenseAcquired = isDoubleDefenseAcquired;
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gSaveContext.inventory.defenseHearts =
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gSaveContext.doubleDefense ? 20 : 0; // Set to get the border drawn in the UI
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gSaveContext.isDoubleDefenseAcquired ? 20 : 0; // Set to get the border drawn in the UI
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}
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UIWidgets::InsertHelpHoverText("Is double defense unlocked?");
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@@ -361,30 +361,30 @@ void DrawInfoTab() {
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if (ImGui::BeginCombo("Magic Level", magicName.c_str())) {
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if (ImGui::Selectable("Double")) {
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gSaveContext.magicLevel = 2;
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gSaveContext.magicAcquired = true;
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gSaveContext.doubleMagic = true;
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gSaveContext.isMagicAcquired = true;
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gSaveContext.isDoubleMagicAcquired = true;
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}
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if (ImGui::Selectable("Single")) {
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gSaveContext.magicLevel = 1;
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gSaveContext.magicAcquired = true;
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gSaveContext.doubleMagic = false;
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gSaveContext.isMagicAcquired = true;
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gSaveContext.isDoubleMagicAcquired = false;
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}
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if (ImGui::Selectable("None")) {
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gSaveContext.magicLevel = 0;
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gSaveContext.magicAcquired = false;
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gSaveContext.doubleMagic = false;
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gSaveContext.isMagicAcquired = false;
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gSaveContext.isDoubleMagicAcquired = false;
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}
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ImGui::EndCombo();
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}
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UIWidgets::InsertHelpHoverText("Current magic level");
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gSaveContext.unk_13F4 = gSaveContext.magicLevel * 0x30; // Set to get the bar drawn in the UI
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if (gSaveContext.magic > gSaveContext.unk_13F4) {
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gSaveContext.magic = gSaveContext.unk_13F4; // Clamp magic to new max
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gSaveContext.magicCapacity = gSaveContext.magicLevel * 0x30; // Set to get the bar drawn in the UI
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if (gSaveContext.magic > gSaveContext.magicCapacity) {
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gSaveContext.magic = gSaveContext.magicCapacity; // Clamp magic to new max
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}
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const uint8_t magicMin = 0;
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const uint8_t magicMax = gSaveContext.unk_13F4;
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const uint8_t magicMax = gSaveContext.magicCapacity;
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ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15);
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ImGui::SliderScalar("Magic", ImGuiDataType_S8, &gSaveContext.magic, &magicMin, &magicMax);
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UIWidgets::InsertHelpHoverText("Current magic. 48 units per magic level");
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@@ -1392,7 +1392,7 @@ void DrawPlayerTab() {
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const char* curTunic;
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const char* curBoots;
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switch (player->currentSwordItem) {
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switch (player->currentSwordItemId) {
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case ITEM_SWORD_KOKIRI:
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curSword = "Kokiri Sword";
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break;
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@@ -1521,17 +1521,17 @@ void DrawPlayerTab() {
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ImGui::PushItemWidth(ImGui::GetFontSize() * 15);
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if (ImGui::BeginCombo("Sword", curSword)) {
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if (ImGui::Selectable("None")) {
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player->currentSwordItem = ITEM_NONE;
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player->currentSwordItemId = ITEM_NONE;
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gSaveContext.equips.buttonItems[0] = ITEM_NONE;
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Inventory_ChangeEquipment(EQUIP_SWORD, PLAYER_SWORD_NONE);
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}
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if (ImGui::Selectable("Kokiri Sword")) {
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player->currentSwordItem = ITEM_SWORD_KOKIRI;
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player->currentSwordItemId = ITEM_SWORD_KOKIRI;
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gSaveContext.equips.buttonItems[0] = ITEM_SWORD_KOKIRI;
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Inventory_ChangeEquipment(EQUIP_SWORD, PLAYER_SWORD_KOKIRI);
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}
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if (ImGui::Selectable("Master Sword")) {
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player->currentSwordItem = ITEM_SWORD_MASTER;
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player->currentSwordItemId = ITEM_SWORD_MASTER;
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gSaveContext.equips.buttonItems[0] = ITEM_SWORD_MASTER;
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Inventory_ChangeEquipment(EQUIP_SWORD, PLAYER_SWORD_MASTER);
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}
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@@ -1540,20 +1540,20 @@ void DrawPlayerTab() {
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if (gSaveContext.swordHealth < 8) {
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gSaveContext.swordHealth = 8;
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}
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player->currentSwordItem = ITEM_SWORD_BGS;
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player->currentSwordItemId = ITEM_SWORD_BGS;
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gSaveContext.equips.buttonItems[0] = ITEM_SWORD_BGS;
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} else {
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if (gSaveContext.swordHealth < 8) {
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gSaveContext.swordHealth = 8;
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}
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player->currentSwordItem = ITEM_SWORD_BGS;
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player->currentSwordItemId = ITEM_SWORD_BGS;
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gSaveContext.equips.buttonItems[0] = ITEM_SWORD_KNIFE;
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}
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Inventory_ChangeEquipment(EQUIP_SWORD, PLAYER_SWORD_BGS);
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}
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if (ImGui::Selectable("Fishing Pole")) {
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player->currentSwordItem = ITEM_FISHING_POLE;
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player->currentSwordItemId = ITEM_FISHING_POLE;
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gSaveContext.equips.buttonItems[0] = ITEM_FISHING_POLE;
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Inventory_ChangeEquipment(EQUIP_SWORD, PLAYER_SWORD_MASTER);
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}
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