Shipwright/soh/src/code/z_lifemeter.c

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#include "global.h"
#include "textures/parameter_static/parameter_static.h"
#include "soh/frame_interpolation.h"
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
s16 Top_LM_Margin = 0;
s16 Left_LM_Margin = 0;
s16 Right_LM_Margin = 0;
s16 Bottom_LM_Margin = 0;
static s16 sHeartsPrimColors[3][3] = {
{ HEARTS_PRIM_R, HEARTS_PRIM_G, HEARTS_PRIM_B },
{ HEARTS_BURN_PRIM_R, HEARTS_BURN_PRIM_G, HEARTS_BURN_PRIM_B }, // unused
{ HEARTS_DROWN_PRIM_R, HEARTS_DROWN_PRIM_G, HEARTS_DROWN_PRIM_B }, // unused
};
static s16 sHeartsEnvColors[3][3] = {
{ HEARTS_ENV_R, HEARTS_ENV_G, HEARTS_ENV_B },
{ HEARTS_BURN_ENV_R, HEARTS_BURN_ENV_G }, // unused
{ HEARTS_DROWN_ENV_R, HEARTS_DROWN_ENV_G, HEARTS_DROWN_ENV_B }, // unused
};
static s16 sHeartsPrimFactors[3][3] = {
{
HEARTS_PRIM_R - HEARTS_PRIM_R,
HEARTS_PRIM_G - HEARTS_PRIM_G,
HEARTS_PRIM_B - HEARTS_PRIM_B,
},
// unused
{
HEARTS_BURN_PRIM_R - HEARTS_PRIM_R,
HEARTS_BURN_PRIM_G - HEARTS_PRIM_G,
HEARTS_BURN_PRIM_B - HEARTS_PRIM_B,
},
// unused
{
HEARTS_DROWN_PRIM_R - HEARTS_PRIM_R,
HEARTS_DROWN_PRIM_G - HEARTS_PRIM_G,
HEARTS_DROWN_PRIM_B - HEARTS_PRIM_B,
},
};
static s16 sHeartsEnvFactors[3][3] = {
{
HEARTS_ENV_R - HEARTS_ENV_R,
HEARTS_ENV_G - HEARTS_ENV_G,
HEARTS_ENV_B - HEARTS_ENV_B,
},
// unused
{
HEARTS_BURN_ENV_R - HEARTS_ENV_R,
HEARTS_BURN_ENV_G - HEARTS_ENV_G,
HEARTS_BURN_ENV_B - HEARTS_ENV_B,
},
// unused
{
HEARTS_DROWN_ENV_R - HEARTS_ENV_R,
HEARTS_DROWN_ENV_G - HEARTS_ENV_G,
HEARTS_DROWN_ENV_B - HEARTS_ENV_B,
},
};
static s16 sHeartsDDPrimColors[3][3] = {
{ HEARTS_DD_PRIM_R, HEARTS_DD_PRIM_G, HEARTS_DD_PRIM_B },
{ HEARTS_BURN_PRIM_R, HEARTS_BURN_PRIM_G, HEARTS_BURN_PRIM_B }, // unused
{ HEARTS_DROWN_PRIM_R, HEARTS_DROWN_PRIM_G, HEARTS_DROWN_PRIM_B }, // unused
};
static s16 sHeartsDDEnvColors[3][3] = {
{ HEARTS_DD_ENV_R, HEARTS_DD_ENV_G, HEARTS_DD_ENV_B },
{ HEARTS_BURN_ENV_R, HEARTS_BURN_ENV_G, HEARTS_BURN_ENV_B }, // unused
{ HEARTS_DROWN_ENV_R, HEARTS_DROWN_ENV_G, HEARTS_DROWN_ENV_B }, // unused
};
static s16 sHeartsDDPrimFactors[3][3] = {
{
HEARTS_DD_PRIM_R - HEARTS_DD_PRIM_R,
HEARTS_DD_PRIM_G - HEARTS_DD_PRIM_G,
HEARTS_DD_PRIM_B - HEARTS_DD_PRIM_B,
},
// unused
{
HEARTS_BURN_PRIM_R - HEARTS_DD_PRIM_R,
HEARTS_BURN_PRIM_G - HEARTS_DD_PRIM_G,
HEARTS_BURN_PRIM_B - HEARTS_DD_PRIM_B,
},
// unused
{
HEARTS_DROWN_PRIM_R - HEARTS_DD_PRIM_R,
HEARTS_DROWN_PRIM_G - HEARTS_DD_PRIM_G,
HEARTS_DROWN_PRIM_B - HEARTS_DD_PRIM_B,
},
};
static s16 sHeartsDDEnvFactors[3][3] = {
{
HEARTS_DD_ENV_R - HEARTS_DD_ENV_R,
HEARTS_DD_ENV_G - HEARTS_DD_ENV_G,
HEARTS_DD_ENV_B - HEARTS_DD_ENV_B,
},
// unused
{
HEARTS_BURN_ENV_R - HEARTS_DD_ENV_R,
HEARTS_BURN_ENV_G - HEARTS_DD_ENV_G,
HEARTS_BURN_ENV_B - HEARTS_DD_ENV_B,
},
// unused
{
HEARTS_DROWN_ENV_R - HEARTS_DD_ENV_R,
HEARTS_DROWN_ENV_G - HEARTS_DD_ENV_G,
HEARTS_DROWN_ENV_B - HEARTS_DD_ENV_B,
},
};
// Current colors for the double defense hearts
s16 sBeatingHeartsDDPrim[3];
s16 sBeatingHeartsDDEnv[3];
s16 sHeartsDDPrim[2][3];
s16 sHeartsDDEnv[2][3];
void HealthMeter_Init(PlayState* play) {
InterfaceContext* interfaceCtx = &play->interfaceCtx;
Color_RGB8 mainColor = {HEARTS_PRIM_R, HEARTS_PRIM_G, HEARTS_PRIM_B};
if (CVarGetInteger("gCosmetics.Consumable_Hearts.Changed", 0)) {
mainColor = CVarGetColor24("gCosmetics.Consumable_Hearts.Value", mainColor);
}
Color_RGB8 mainBorder = {HEARTS_ENV_R, HEARTS_ENV_G, HEARTS_ENV_B};
if (CVarGetInteger("gCosmetics.Consumable_HeartBorder.Changed", 0)) {
mainBorder = CVarGetColor24("gCosmetics.Consumable_HeartBorder.Value", mainBorder);
}
Color_RGB8 ddColor = {HEARTS_DD_ENV_R, HEARTS_DD_ENV_G, HEARTS_DD_ENV_B};
if (CVarGetInteger("gCosmetics.Consumable_DDHearts.Changed", 0)) {
ddColor = CVarGetColor24("gCosmetics.Consumable_DDHearts.Value", ddColor);
}
Color_RGB8 ddBorder = {HEARTS_DD_PRIM_R, HEARTS_DD_PRIM_G, HEARTS_DD_PRIM_B};
if (CVarGetInteger("gCosmetics.Consumable_DDHeartBorder.Changed", 0)) {
ddBorder = CVarGetColor24("gCosmetics.Consumable_DDHeartBorder.Value", ddBorder);
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
}
interfaceCtx->unk_228 = 0x140;
interfaceCtx->unk_226 = gSaveContext.health;
interfaceCtx->unk_22A = interfaceCtx->unk_1FE = 0;
interfaceCtx->unk_22C = interfaceCtx->unk_200 = 0;
interfaceCtx->heartsPrimR[0] = mainColor.r;
interfaceCtx->heartsPrimG[0] = mainColor.g;
interfaceCtx->heartsPrimB[0] = mainColor.b;
interfaceCtx->heartsEnvR[0] = mainBorder.r;
interfaceCtx->heartsEnvG[0] = mainBorder.g;
interfaceCtx->heartsEnvB[0] = mainBorder.b;
interfaceCtx->heartsPrimR[1] = mainColor.r;
interfaceCtx->heartsPrimG[1] = mainColor.g;
interfaceCtx->heartsPrimB[1] = mainColor.b;
interfaceCtx->heartsEnvR[1] = mainBorder.r;
interfaceCtx->heartsEnvG[1] = mainBorder.g;
interfaceCtx->heartsEnvB[1] = mainBorder.b;
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
sHeartsDDPrim[0][0] = sHeartsDDPrim[1][0] = ddBorder.r;
sHeartsDDPrim[0][1] = sHeartsDDPrim[1][1] = ddBorder.g;
sHeartsDDPrim[0][2] = sHeartsDDPrim[1][2] = ddBorder.b;
sHeartsDDEnv[0][0] = sHeartsDDEnv[1][0] = ddColor.r;
sHeartsDDEnv[0][1] = sHeartsDDEnv[1][1] = ddColor.g;
sHeartsDDEnv[0][2] = sHeartsDDEnv[1][2] = ddColor.b;
}
void HealthMeter_Update(PlayState* play) {
InterfaceContext* interfaceCtx = &play->interfaceCtx;
f32 factor = interfaceCtx->unk_1FE * 0.1f;
f32 ddFactor;
s32 type = 0;
s32 ddType;
s16 rFactor;
s16 gFactor;
s16 bFactor;
Top_LM_Margin = CVarGetInteger("gHUDMargin_T", 0);
Left_LM_Margin = CVarGetInteger("gHUDMargin_L", 0);
Right_LM_Margin = CVarGetInteger("gHUDMargin_R", 0);
Bottom_LM_Margin = CVarGetInteger("gHUDMargin_B", 0);
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
Color_RGB8 mainColor = {HEARTS_PRIM_R, HEARTS_PRIM_G, HEARTS_PRIM_B};
if (CVarGetInteger("gCosmetics.Consumable_Hearts.Changed", 0)) {
mainColor = CVarGetColor24("gCosmetics.Consumable_Hearts.Value", mainColor);
}
Color_RGB8 mainBorder = {HEARTS_ENV_R, HEARTS_ENV_G, HEARTS_ENV_B};
if (CVarGetInteger("gCosmetics.Consumable_HeartBorder.Changed", 0)) {
mainBorder = CVarGetColor24("gCosmetics.Consumable_HeartBorder.Value", mainBorder);
}
Color_RGB8 ddColor = {HEARTS_DD_ENV_R, HEARTS_DD_ENV_G, HEARTS_DD_ENV_B};
if (CVarGetInteger("gCosmetics.Consumable_DDHearts.Changed", 0)) {
ddColor = CVarGetColor24("gCosmetics.Consumable_DDHearts.Value", ddColor);
}
Color_RGB8 ddBorder = {HEARTS_DD_PRIM_R, HEARTS_DD_PRIM_G, HEARTS_DD_PRIM_B};
if (CVarGetInteger("gCosmetics.Consumable_DDHeartBorder.Changed", 0)) {
ddBorder = CVarGetColor24("gCosmetics.Consumable_DDHeartBorder.Value", ddBorder);
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
}
if (interfaceCtx->unk_200 != 0) {
interfaceCtx->unk_1FE--;
if (interfaceCtx->unk_1FE <= 0) {
interfaceCtx->unk_1FE = 0;
interfaceCtx->unk_200 = 0;
}
} else {
interfaceCtx->unk_1FE++;
if (interfaceCtx->unk_1FE >= 10) {
interfaceCtx->unk_1FE = 10;
interfaceCtx->unk_200 = 1;
}
}
ddFactor = factor;
interfaceCtx->heartsPrimR[0] = mainColor.r;
interfaceCtx->heartsPrimG[0] = mainColor.g;
interfaceCtx->heartsPrimB[0] = mainColor.b;
interfaceCtx->heartsEnvR[0] = mainBorder.r;
interfaceCtx->heartsEnvG[0] = mainBorder.g;
interfaceCtx->heartsEnvB[0] = mainBorder.b;
interfaceCtx->heartsPrimR[1] = mainColor.r;
interfaceCtx->heartsPrimG[1] = mainColor.g;
interfaceCtx->heartsPrimB[1] = mainColor.b;
interfaceCtx->heartsEnvR[1] = mainBorder.r;
interfaceCtx->heartsEnvG[1] = mainBorder.g;
interfaceCtx->heartsEnvB[1] = mainBorder.b;
rFactor = sHeartsPrimFactors[0][0] * factor;
gFactor = sHeartsPrimFactors[0][1] * factor;
bFactor = sHeartsPrimFactors[0][2] * factor;
interfaceCtx->beatingHeartPrim[0] = (u8)(rFactor + mainColor.r) & 0xFF;
interfaceCtx->beatingHeartPrim[1] = (u8)(gFactor + mainColor.g) & 0xFF;
interfaceCtx->beatingHeartPrim[2] = (u8)(bFactor + mainColor.b) & 0xFF;
rFactor = sHeartsEnvFactors[0][0] * factor;
gFactor = sHeartsEnvFactors[0][1] * factor;
bFactor = sHeartsEnvFactors[0][2] * factor;
if (1) {}
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
ddType = type;
interfaceCtx->beatingHeartEnv[0] = (u8)(rFactor + mainBorder.r) & 0xFF;
interfaceCtx->beatingHeartEnv[1] = (u8)(gFactor + mainBorder.g) & 0xFF;
interfaceCtx->beatingHeartEnv[2] = (u8)(bFactor + mainBorder.b) & 0xFF;
sHeartsDDPrim[0][0] = ddBorder.r;
sHeartsDDPrim[0][1] = ddBorder.g;
sHeartsDDPrim[0][2] = ddBorder.b;
sHeartsDDEnv[0][0] = ddColor.r;
sHeartsDDEnv[0][1] = ddColor.g;
sHeartsDDEnv[0][2] = ddColor.b;
sHeartsDDPrim[1][0] = ddBorder.r;
sHeartsDDPrim[1][1] = ddBorder.g;
sHeartsDDPrim[1][2] = ddBorder.b;
sHeartsDDEnv[1][0] = ddColor.r;
sHeartsDDEnv[1][1] = ddColor.g;
sHeartsDDEnv[1][2] = ddColor.b;
rFactor = sHeartsDDPrimFactors[ddType][0] * ddFactor;
gFactor = sHeartsDDPrimFactors[ddType][1] * ddFactor;
bFactor = sHeartsDDPrimFactors[ddType][2] * ddFactor;
sBeatingHeartsDDPrim[0] = (u8)(rFactor + ddBorder.r) & 0xFF;
sBeatingHeartsDDPrim[1] = (u8)(gFactor + ddBorder.g) & 0xFF;
sBeatingHeartsDDPrim[2] = (u8)(bFactor + ddBorder.b) & 0xFF;
[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202) * Update SohImGuiImpl.cpp * Add int variant of CVar_ Get/Set/Register * Add variant of CVar_ Get/Set/Register * Add LoadHUDColors() * Added temporary menu for custom colors * vars added * added section load * variables save/load * register boolean for colors radiobox * Minimap recolor * Hearts (top left) color, incl. DD variant * Add A/B/C/Start btn colors and rupee * A & C button icon and save prompt cursor. * A & C notes and cursor * Some notes I forgot tbh was open since hours. * Shops cursor color with included pulse * Wrong section was added * Fixed some logic there and removed an unused if * Moved a condition to make it better. * That what happen when you left it open for hours * Update z_message_PAL.c * Added color array for A button * Get/Set/Register Int not needed anymore * Update Cvar.h * Update Cvar.cpp * Removed HUDCOLOR_SECTION moved it to cosmetics Updated Tunics and navi mod too. * changed categorie name and updated * Updated Cosmetics menu and add colors there * Update GameSettings.cpp * Update GameSettings.h * A more generic name * Update SohImGuiImpl.cpp * Update bootcommands.c * update var name * var name update * var name update (creative name I know...) * Updated variables names to match gHudColors * to lazy to name this one * gHudColors renaming stuff there too * guess what, variable renaming. * Update Tunic/Navi mods with new variable name. * Updated Links tunic variable names * Fix condition for Right C button * Add condition to check if the button is on * Added system to check if color tunics is turned on. * Added empty C button colors * Add ability to move Hearts * Ability to move minimap (incl. dgn one) Add Dungeon icon fix requirement. once merged I will fix conflict with this one. * Compass icon move with the minimap * Added several button move function * stone of agony folly the interface too. * fix minimap alpha * Fixes notes env color (was showing incorrectly) * PR repo mass update, cleaning incoming * Clean_PR stuff * useless there ... * Properly load the function. Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ? * fix conflict and useless edit * Fix default color for A/B and C btns * Fix Rupee default color in ImGUI * Reworked Tunics handling, much better this way * Fix minimap default color * C button default color fix * better behavior and default color fix * Fixed every default color to match gamecube style * Fix dungeon entrance icon n.2 it was not using margin and always show icon system * This need a scene else it show everywhere oof
2022-05-21 13:16:28 -04:00
rFactor = sHeartsDDEnvFactors[ddType][0] * ddFactor;
gFactor = sHeartsDDEnvFactors[ddType][1] * ddFactor;
bFactor = sHeartsDDEnvFactors[ddType][2] * ddFactor;
sBeatingHeartsDDEnv[0] = (u8)(rFactor + ddColor.r) & 0xFF;
sBeatingHeartsDDEnv[1] = (u8)(gFactor + ddColor.g) & 0xFF;
sBeatingHeartsDDEnv[2] = (u8)(bFactor + ddColor.b) & 0xFF;
}
s32 func_80078E18(PlayState* play) {
gSaveContext.health = play->interfaceCtx.unk_226;
return 1;
}
s32 func_80078E34(PlayState* play) {
InterfaceContext* interfaceCtx = &play->interfaceCtx;
interfaceCtx->unk_228 = 0x140;
interfaceCtx->unk_226 += 0x10;
if (interfaceCtx->unk_226 >= gSaveContext.health) {
interfaceCtx->unk_226 = gSaveContext.health;
return 1;
}
return 0;
}
s32 func_80078E84(PlayState* play) {
InterfaceContext* interfaceCtx = &play->interfaceCtx;
if (interfaceCtx->unk_228 != 0) {
interfaceCtx->unk_228--;
} else {
interfaceCtx->unk_228 = 0x140;
interfaceCtx->unk_226 -= 0x10;
if (interfaceCtx->unk_226 <= 0) {
interfaceCtx->unk_226 = 0;
play->damagePlayer(play, -(gSaveContext.health + 1));
return 1;
}
}
return 0;
}
static void* sHeartTextures[] = {
gHeartFullTex, gHeartQuarterTex, gHeartQuarterTex, gHeartQuarterTex,
gHeartQuarterTex, gHeartQuarterTex, gHeartHalfTex, gHeartHalfTex,
gHeartHalfTex, gHeartHalfTex, gHeartHalfTex, gHeartThreeQuarterTex,
gHeartThreeQuarterTex, gHeartThreeQuarterTex, gHeartThreeQuarterTex, gHeartThreeQuarterTex,
};
static void* sHeartDDTextures[] = {
gDefenseHeartFullTex, gDefenseHeartQuarterTex, gDefenseHeartQuarterTex,
gDefenseHeartQuarterTex, gDefenseHeartQuarterTex, gDefenseHeartQuarterTex,
gDefenseHeartHalfTex, gDefenseHeartHalfTex, gDefenseHeartHalfTex,
gDefenseHeartHalfTex, gDefenseHeartHalfTex, gDefenseHeartThreeQuarterTex,
gDefenseHeartThreeQuarterTex, gDefenseHeartThreeQuarterTex, gDefenseHeartThreeQuarterTex,
gDefenseHeartThreeQuarterTex,
};
s16 getHealthMeterXOffset() {
s16 X_Margins;
if (CVarGetInteger("gHeartsUseMargins", 0) != 0)
X_Margins = Left_LM_Margin;
else
X_Margins = 0;
if (CVarGetInteger("gHeartsCountPosType", 0) != 0) {
if (CVarGetInteger("gHeartsCountPosType", 0) == 1) {//Anchor Left
return OTRGetDimensionFromLeftEdge(CVarGetInteger("gHeartsCountPosX", 0)+X_Margins+70.0f);
} else if (CVarGetInteger("gHeartsCountPosType", 0) == 2) {//Anchor Right
X_Margins = Right_LM_Margin;
return OTRGetDimensionFromRightEdge(CVarGetInteger("gHeartsCountPosX", 0)+X_Margins+70.0f);
} else if (CVarGetInteger("gHeartsCountPosType", 0) == 3) {//Anchor None
return CVarGetInteger("gHeartsCountPosX", 0)+70.0f;;
} else if (CVarGetInteger("gHeartsCountPosType", 0) == 4) {//Hidden
return -9999;
}
} else {
return OTRGetDimensionFromLeftEdge(0.0f)+X_Margins;
}
}
s16 getHealthMeterYOffset() {
s16 Y_Margins;
if (CVarGetInteger("gHeartsUseMargins", 0) != 0)
Y_Margins = (Top_LM_Margin*-1);
else
Y_Margins = 0;
f32 HeartsScale = 0.7f;
if (CVarGetInteger("gHeartsCountPosType", 0) != 0) {
HeartsScale = CVarGetFloat("gHeartsCountScale", 0.7f);
return CVarGetInteger("gHeartsCountPosY", 0)+Y_Margins+(HeartsScale*15);
} else {
return 0.0f+Y_Margins;
}
}
void HealthMeter_Draw(PlayState* play) {
s32 pad[5];
void* heartBgImg;
u32 curColorSet;
f32 PosX_anchor;
f32 offsetX;
f32 offsetY;
s32 i;
f32 temp1;
f32 temp2;
f32 temp3;
f32 temp4;
InterfaceContext* interfaceCtx = &play->interfaceCtx;
GraphicsContext* gfxCtx = play->state.gfxCtx;
Vtx* sp154 = interfaceCtx->beatingHeartVtx;
s32 curHeartFraction = gSaveContext.health % 0x10;
s16 totalHeartCount = gSaveContext.healthCapacity / 0x10;
s16 fullHeartCount = gSaveContext.health / 0x10;
s32 pad2;
f32 sp144 = interfaceCtx->unk_22A * 0.1f;
s32 curCombineModeSet = 0;
u8* curBgImgLoaded = NULL;
s32 ddHeartCountMinusOne = gSaveContext.isDoubleDefenseAcquired ? totalHeartCount - 1 : -1;
f32 HeartsScale = 0.7f;
if (CVarGetInteger("gHeartsCountPosType", 0) != 0) {
HeartsScale = CVarGetFloat("gHeartsCountScale", 0.7f);
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}
static u32 epoch = 0;
epoch++;
OPEN_DISPS(gfxCtx);
if (!(gSaveContext.health % 0x10)) {
fullHeartCount--;
}
curColorSet = -1;
/*
s16 X_Margins;
s16 Y_Margins;
if (CVarGetInteger("gHeartsUseMargins", 0) != 0) {
X_Margins = Left_LM_Margin;
Y_Margins = (Top_LM_Margin*-1);
} else {
X_Margins = 0;
Y_Margins = 0;
}
s16 PosX_original = OTRGetDimensionFromLeftEdge(0.0f)+X_Margins;
s16 PosY_original = 0.0f+Y_Margins;
if (CVarGetInteger("gHeartsCountPosType", 0) != 0) {
offsetY = CVarGetInteger("gHeartsCountPosY", 0)+Y_Margins+(HeartsScale*15);
if (CVarGetInteger("gHeartsCountPosType", 0) == 1) {//Anchor Left
offsetX = OTRGetDimensionFromLeftEdge(CVarGetInteger("gHeartsCountPosX", 0)+X_Margins+70.0f);
} else if (CVarGetInteger("gHeartsCountPosType", 0) == 2) {//Anchor Right
X_Margins = Right_LM_Margin;
offsetX = OTRGetDimensionFromRightEdge(CVarGetInteger("gHeartsCountPosX", 0)+X_Margins+70.0f);
} else if (CVarGetInteger("gHeartsCountPosType", 0) == 3) {//Anchor None
offsetX = CVarGetInteger("gHeartsCountPosX", 0)+70.0f;
} else if (CVarGetInteger("gHeartsCountPosType", 0) == 4) {//Hidden
offsetX = -9999;
}
} else {
offsetY = PosY_original;
offsetX = PosX_original;
}
*/
offsetX = PosX_anchor = getHealthMeterXOffset();
offsetY = getHealthMeterYOffset();
for (i = 0; i < totalHeartCount; i++) {
FrameInterpolation_RecordOpenChild("HealthMeter Heart", i);
if ((ddHeartCountMinusOne < 0) || (i > ddHeartCountMinusOne)) {
if (i < fullHeartCount) {
if (curColorSet != 0) {
curColorSet = 0;
gDPPipeSync(OVERLAY_DISP++);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, interfaceCtx->heartsPrimR[0], interfaceCtx->heartsPrimG[0],
interfaceCtx->heartsPrimB[0], interfaceCtx->healthAlpha);
gDPSetEnvColor(OVERLAY_DISP++, interfaceCtx->heartsEnvR[0], interfaceCtx->heartsEnvG[0],
interfaceCtx->heartsEnvB[0], 255);
}
} else if (i == fullHeartCount) {
if (curColorSet != 1) {
curColorSet = 1;
gDPPipeSync(OVERLAY_DISP++);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, interfaceCtx->beatingHeartPrim[0],
interfaceCtx->beatingHeartPrim[1], interfaceCtx->beatingHeartPrim[2],
interfaceCtx->healthAlpha);
gDPSetEnvColor(OVERLAY_DISP++, interfaceCtx->beatingHeartEnv[0], interfaceCtx->beatingHeartEnv[1],
interfaceCtx->beatingHeartEnv[2], 255);
}
} else if (i > fullHeartCount) {
if (curColorSet != 2) {
curColorSet = 2;
gDPPipeSync(OVERLAY_DISP++);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, interfaceCtx->heartsPrimR[0], interfaceCtx->heartsPrimG[0],
interfaceCtx->heartsPrimB[0], interfaceCtx->healthAlpha);
gDPSetEnvColor(OVERLAY_DISP++, interfaceCtx->heartsEnvR[0], interfaceCtx->heartsEnvG[0],
interfaceCtx->heartsEnvB[0], 255);
}
} else {
if (curColorSet != 3) {
curColorSet = 3;
gDPPipeSync(OVERLAY_DISP++);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, interfaceCtx->heartsPrimR[1], interfaceCtx->heartsPrimG[1],
interfaceCtx->heartsPrimB[1], interfaceCtx->healthAlpha);
gDPSetEnvColor(OVERLAY_DISP++, interfaceCtx->heartsEnvR[1], interfaceCtx->heartsEnvG[1],
interfaceCtx->heartsEnvB[1], 255);
}
}
if (i < fullHeartCount) {
heartBgImg = gHeartFullTex;
} else if (i == fullHeartCount) {
heartBgImg = sHeartTextures[curHeartFraction];
} else {
heartBgImg = gHeartEmptyTex;
}
} else {
if (i < fullHeartCount) {
if (curColorSet != 4) {
curColorSet = 4;
gDPPipeSync(OVERLAY_DISP++);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, sHeartsDDPrim[0][0], sHeartsDDPrim[0][1], sHeartsDDPrim[0][2],
interfaceCtx->healthAlpha);
gDPSetEnvColor(OVERLAY_DISP++, sHeartsDDEnv[0][0], sHeartsDDEnv[0][1], sHeartsDDEnv[0][2], 255);
}
} else if (i == fullHeartCount) {
if (curColorSet != 5) {
curColorSet = 5;
gDPPipeSync(OVERLAY_DISP++);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, sBeatingHeartsDDPrim[0], sBeatingHeartsDDPrim[1],
sBeatingHeartsDDPrim[2], interfaceCtx->healthAlpha);
gDPSetEnvColor(OVERLAY_DISP++, sBeatingHeartsDDEnv[0], sBeatingHeartsDDEnv[1],
sBeatingHeartsDDEnv[2], 255);
}
} else if (i > fullHeartCount) {
if (curColorSet != 6) {
curColorSet = 6;
gDPPipeSync(OVERLAY_DISP++);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, sHeartsDDPrim[0][0], sHeartsDDPrim[0][1], sHeartsDDPrim[0][2],
interfaceCtx->healthAlpha);
gDPSetEnvColor(OVERLAY_DISP++, sHeartsDDEnv[0][0], sHeartsDDEnv[0][1], sHeartsDDEnv[0][2], 255);
}
} else {
if (curColorSet != 7) {
curColorSet = 7;
gDPPipeSync(OVERLAY_DISP++);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, sHeartsDDPrim[1][0], sHeartsDDPrim[1][1], sHeartsDDPrim[1][2],
interfaceCtx->healthAlpha);
gDPSetEnvColor(OVERLAY_DISP++, sHeartsDDEnv[1][0], sHeartsDDEnv[1][1], sHeartsDDEnv[1][2], 255);
}
}
if (i < fullHeartCount) {
heartBgImg = gDefenseHeartFullTex;
} else if (i == fullHeartCount) {
heartBgImg = sHeartDDTextures[curHeartFraction];
} else {
heartBgImg = gDefenseHeartEmptyTex;
}
}
if (curBgImgLoaded != heartBgImg) {
curBgImgLoaded = heartBgImg;
gDPLoadTextureBlock(OVERLAY_DISP++, heartBgImg, G_IM_FMT_IA, G_IM_SIZ_8b, 16, 16, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK,
G_TX_NOLOD, G_TX_NOLOD);
}
if (i != fullHeartCount) {
if ((ddHeartCountMinusOne < 0) || (i > ddHeartCountMinusOne)) {
if (curCombineModeSet != 1) {
curCombineModeSet = 1;
Gfx_SetupDL_39Overlay(gfxCtx);
gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE,
0, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
}
} else {
if (curCombineModeSet != 3) {
curCombineModeSet = 3;
Gfx_SetupDL_39Overlay(gfxCtx);
gDPSetCombineLERP(OVERLAY_DISP++, ENVIRONMENT, PRIMITIVE, TEXEL0, PRIMITIVE, TEXEL0, 0, PRIMITIVE,
0, ENVIRONMENT, PRIMITIVE, TEXEL0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0);
}
}
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temp3 = offsetY;
temp2 = offsetX;
temp4 = 1.0f;//Heart texture size
temp4 /= 0.68f; //Hearts Scaled size
temp4 *= 1 << 10;
temp1 = 8.0f;
temp1 *= 0.68f;
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/*gSPWideTextureRectangle(OVERLAY_DISP++, (s32)((temp2 - temp1) * 4), (s32)((temp3 - temp1) * 4),
(s32)((temp2 + temp1) * 4), (s32)((temp3 + temp1) * 4), G_TX_RENDERTILE, 0, 0,
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(s32)temp4, (s32)temp4);*/
Mtx* matrix = Graph_Alloc(gfxCtx, sizeof(Mtx));
Matrix_SetTranslateScaleMtx2(matrix,
HeartsScale, //Scale X
HeartsScale, //Scale Y
HeartsScale, //Scale Z
-130+offsetX, //Pos X
(-94+offsetY) *-1, //Pos Y
0.0f); //Pos Z
gSPMatrix(OVERLAY_DISP++, matrix, G_MTX_MODELVIEW | G_MTX_LOAD);
gSPVertex(OVERLAY_DISP++, sp154, 4, 0);
gSP1Quadrangle(OVERLAY_DISP++, 0, 2, 3, 1, 0);
} else {
if ((ddHeartCountMinusOne < 0) || (i > ddHeartCountMinusOne)) {
if (curCombineModeSet != 2) {
curCombineModeSet = 2;
Gfx_SetupDL_42Overlay(gfxCtx);
gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE,
0, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
}
} else {
if (curCombineModeSet != 4) {
curCombineModeSet = 4;
Gfx_SetupDL_42Overlay(gfxCtx);
gDPSetCombineLERP(OVERLAY_DISP++, ENVIRONMENT, PRIMITIVE, TEXEL0, PRIMITIVE, TEXEL0, 0, PRIMITIVE,
0, ENVIRONMENT, PRIMITIVE, TEXEL0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0);
}
}
{
Mtx* matrix = Graph_Alloc(gfxCtx, sizeof(Mtx));
if (CVarGetInteger("gNoHUDHeartAnimation", 0)) {
Matrix_SetTranslateScaleMtx2(matrix,
HeartsScale, // Scale X
HeartsScale, // Scale Y
HeartsScale, // Scale Z
-130 + offsetX, // Pos X
(-94 + offsetY) * -1, // Pos Y
0.0f);
} else {
Matrix_SetTranslateScaleMtx2(matrix, HeartsScale + (HeartsScale / 3) - ((HeartsScale / 3) * sp144),
HeartsScale + (HeartsScale / 3) - ((HeartsScale / 3) * sp144),
HeartsScale + (HeartsScale / 3) - ((HeartsScale / 3) * sp144),
-130 + offsetX, // Pos X
(-94 + offsetY) * -1, // Pos Y
0.0f);
}
gSPMatrix(OVERLAY_DISP++, matrix, G_MTX_MODELVIEW | G_MTX_LOAD);
gSPVertex(OVERLAY_DISP++, sp154, 4, 0);
gSP1Quadrangle(OVERLAY_DISP++, 0, 2, 3, 1, 0);
}
}
offsetX += 10.0f;
s32 lineLength = CVarGetInteger("gHeartsLineLength", 10);
if (lineLength != 0 && (i+1)%lineLength == 0) {
offsetX = PosX_anchor;
offsetY += 10.0f;
}
FrameInterpolation_RecordCloseChild();
}
CLOSE_DISPS(gfxCtx);
}
void HealthMeter_HandleCriticalAlarm(PlayState* play) {
InterfaceContext* interfaceCtx = &play->interfaceCtx;
if (interfaceCtx->unk_22C != 0) {
interfaceCtx->unk_22A--;
if (interfaceCtx->unk_22A <= 0) {
interfaceCtx->unk_22A = 0;
interfaceCtx->unk_22C = 0;
if (CVarGetInteger("gLowHpAlarm", 0) == 0 && !Player_InCsMode(play) && (play->pauseCtx.state == 0) &&
(play->pauseCtx.debugState == 0) && HealthMeter_IsCritical() && !Play_InCsMode(play)) {
func_80078884(NA_SE_SY_HITPOINT_ALARM);
}
}
} else {
interfaceCtx->unk_22A++;
if (interfaceCtx->unk_22A >= 10) {
interfaceCtx->unk_22A = 10;
interfaceCtx->unk_22C = 1;
}
}
}
u32 HealthMeter_IsCritical(void) {
s32 var;
if (gSaveContext.healthCapacity <= 0x50) {
var = 0x10;
} else if (gSaveContext.healthCapacity <= 0xA0) {
var = 0x18;
} else if (gSaveContext.healthCapacity <= 0xF0) {
var = 0x20;
} else {
var = 0x2C;
}
if ((var >= gSaveContext.health) && (gSaveContext.health > 0)) {
return true;
} else {
return false;
}
}