mirror of https://github.com/sm64pc/sm64pc.git
Fixed animations on transitions and pause menu
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75d1bb3488
commit
a4e1e1b032
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@ -33,6 +33,7 @@
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extern s8 gDialogCourseActNum;
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extern s8 gHudFlash;
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extern s16 gMenuMode;
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struct DialogEntry
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{
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@ -15,6 +15,7 @@ extern "C" {
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#include "game/level_update.h"
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#include "audio/external.h"
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#include "audio_defines.h"
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#include "game/area.h"
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}
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std::map<std::string, Achievement*> registeredAchievements;
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@ -132,12 +133,14 @@ namespace MoonInternal{
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}
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}
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aEntry->width = MathUtil::Lerp(aEntry->width, !shouldClose ? achievementWidth : 0, !shouldClose ? 0.2f : 0.35f);
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aEntry->dead = shouldClose && aEntry->width <= 0;
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if(gMenuMode == -1 && !gWarpTransition.isActive){
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aEntry->width = MathUtil::Lerp(aEntry->width, !shouldClose ? achievementWidth : 0, !shouldClose ? 0.2f : 0.35f);
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aEntry->dead = shouldClose && aEntry->width <= 0;
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aEntry->y = MathUtil::Lerp(aEntry->y, !shouldClose ? aEntry->height + 20 : 0, !shouldClose ? 0.4f : 0.35f);
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aEntry->y = MathUtil::Lerp(aEntry->y, !shouldClose ? aEntry->height + 20 : 0, !shouldClose ? 0.4f : 0.35f);
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aEntry->launchTime++;
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aEntry->launchTime++;
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}
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return;
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}
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}
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@ -126,6 +126,8 @@ namespace MoonInternal {
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obtainedAchievements.push_back(rAchievements->achievement->id);
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}
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if(cheatsGotEnabled) obtainedAchievements.clear();
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cfg->setArray<string>("game.achievements", obtainedAchievements);
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cfg->setBool("game.updated", cheatsGotEnabled);
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@ -187,6 +189,7 @@ namespace MoonInternal {
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entries.push_back(entry);
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}
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if(cheatsGotEnabled) entries.clear();
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gSaveBuffer.files[fileIndex][0].flags |= (1 << 0);
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// Backup is nessecary for saving recent progress after gameover
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@ -7,6 +7,7 @@
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extern "C" {
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#include "moon/utils/moon-gfx.h"
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#include "game/ingame_menu.h"
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}
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using json = nlohmann::json;
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@ -22,7 +23,7 @@ void AnimatedModifier::onInit(){
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AnimatedEntry* entry = textures[texName];
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Frame *frame = entry->frames[entry->lastFrame];
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if(moon_get_milliseconds() >= entry->lastTime + frame->delay){
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if(moon_get_milliseconds() >= entry->lastTime + frame->delay && gMenuMode == -1){
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int maxFrames = entry->frames.size() - 1;
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bool reachMax = (entry->lastFrame < maxFrames);
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if(entry->bounce){
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