clockFlash fix

This commit is contained in:
Niko 2024-02-27 12:35:29 -05:00
parent 9932e7b0c3
commit 906c758f75
4 changed files with 10 additions and 3 deletions

View File

@ -32,7 +32,7 @@ void DECOMP_MainFrame_GameLogic(struct GameTracker* gGT, struct GamepadSystem* g
{
psVar9->clockSend--;
}
uVar3 = psVar9->unk367;
uVar3 = psVar9->clockFlash;
if (uVar3 == 0)
{
if (psVar9->clockReceive == 0)
@ -62,7 +62,7 @@ void DECOMP_MainFrame_GameLogic(struct GameTracker* gGT, struct GamepadSystem* g
#ifndef REBUILD_PS1
DISPLAY_Blur_Main(tileView, -uVar3);
#endif
psVar9->unk367--;
psVar9->clockFlash--;
}
LAB_80034e74:
tileView = tileView + 1;

View File

@ -534,6 +534,9 @@ RunMineCOLL:
struct Driver* victim = *dptr;
if(victim == 0) continue;
victim->clockFlash = FPS_DOUBLE(4);
if(victim == d) continue;
// if spin out driver

View File

@ -32874,6 +32874,7 @@ LAB_800659ec:
// pointer incrementer, for each player structure
iVar14 = iVar5 * 4;
// driver->clockFlash
*(undefined *)(*(int *)(PTR_DAT_8008d2ac + iVar14 + 0x24ec) + 0x367) = 4;
// get pointer to each player structure

View File

@ -575,7 +575,10 @@ struct Driver
// forced to jump while on turtles,
// should we say "forcedJump_turtles"?
char forcedJump_trampoline;
char unk367;
// 0x367
// clock effect
char clockFlash;
// 0x368
short AxisAngle2_normalVec[3];