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Equipment upgrade text fix and any pause slot enhancement fix (#620)
* Fix upgrade name text not rendering * Use cvar and don't render equip help for empty item slots * Fix rendering logic * Fix incorrect item name rendered for one frame * Reorder comparison * Remove extra indent * Remove accidental changes
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@ -1817,13 +1817,8 @@ void KaleidoScope_DrawInfoPanel(GlobalContext* globalCtx) {
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} else {
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gDPSetPrimColor(POLY_KAL_DISP++, 0, 0, 255, 255, 255, 255);
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}
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//TOOD CVAR
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if (((CHECK_OWNED_EQUIP(pauseCtx->cursorY[PAUSE_EQUIP], pauseCtx->cursorX[PAUSE_EQUIP] - 1)) ||
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(pauseCtx->pageIndex != PAUSE_EQUIP) && (pauseCtx->cursorX[PAUSE_EQUIP] != 0)) && (pauseCtx->pageIndex != PAUSE_ITEM ||
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(gSaveContext.inventory.items[pauseCtx->cursorPoint[PAUSE_ITEM]] != ITEM_NONE))) {
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POLY_KAL_DISP = KaleidoScope_QuadTextureIA4(POLY_KAL_DISP, pauseCtx->nameSegment, 128, 16, 0);
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}
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POLY_KAL_DISP = KaleidoScope_QuadTextureIA4(POLY_KAL_DISP, pauseCtx->nameSegment, 128, 16, 0);
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}
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if (pauseCtx->pageIndex == PAUSE_MAP && CVar_GetS32("gDebugEnabled", 0) != 0) {
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@ -1929,7 +1924,7 @@ void KaleidoScope_DrawInfoPanel(GlobalContext* globalCtx) {
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}
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}
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} else {
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if (!pauseCtx->pageIndex) { // pageIndex == PAUSE_ITEM
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if (!pauseCtx->pageIndex && (!CVar_GetS32("gPauseAnyCursor", 0) || (gSaveContext.inventory.items[pauseCtx->cursorPoint[PAUSE_ITEM]] != ITEM_NONE))) { // pageIndex == PAUSE_ITEM
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pauseCtx->infoPanelVtx[16].v.ob[0] = pauseCtx->infoPanelVtx[18].v.ob[0] =
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WREG(49 + gSaveContext.language);
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@ -2098,6 +2093,12 @@ void KaleidoScope_UpdateNamePanel(GlobalContext* globalCtx) {
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osCreateMesgQueue(&pauseCtx->loadQueue, &pauseCtx->loadMsg, 1);
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if (CVar_GetS32("gPauseAnyCursor", 0) &&
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((pauseCtx->pageIndex == PAUSE_EQUIP && pauseCtx->cursorX[PAUSE_EQUIP] != 0 && !CHECK_OWNED_EQUIP(pauseCtx->cursorY[PAUSE_EQUIP], pauseCtx->cursorX[PAUSE_EQUIP] - 1)) ||
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(pauseCtx->pageIndex == PAUSE_ITEM && gSaveContext.inventory.items[pauseCtx->cursorPoint[PAUSE_ITEM]] == ITEM_NONE))) {
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pauseCtx->namedItem = PAUSE_ITEM_NONE;
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}
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if (pauseCtx->namedItem != PAUSE_ITEM_NONE) {
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if ((pauseCtx->pageIndex == PAUSE_MAP) && !sInDungeonScene) {
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if (gSaveContext.language) {
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