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code_80110450 (game over) OK* (#739)
* OK (sort of) * remove hack * clean up comments
This commit is contained in:
parent
187d2d1500
commit
1639417327
21 changed files with 209 additions and 444 deletions
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@ -1,7 +0,0 @@
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#include "global.h"
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#pragma GLOBAL_ASM("asm/non_matchings/code/code_80110450/func_80110450.s")
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#pragma GLOBAL_ASM("asm/non_matchings/code/code_80110450/func_80110460.s")
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#pragma GLOBAL_ASM("asm/non_matchings/code/code_80110450/func_801104C8.s")
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@ -519,7 +519,7 @@ void EnItem00_Update(Actor* thisx, GlobalContext* globalCtx) {
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}
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}
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if (globalCtx->unk_10A20 != 0) {
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if (globalCtx->gameOverCtx.state != GAMEOVER_INACTIVE) {
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return;
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}
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@ -24,6 +24,6 @@ s32 FrameAdvance_Update(FrameAdvanceContext* frameAdvCtx, Input* input) {
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frameAdvCtx->timer = 0;
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return true;
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}
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return false;
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}
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150
src/code/z_game_over.c
Normal file
150
src/code/z_game_over.c
Normal file
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@ -0,0 +1,150 @@
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#include "global.h"
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void GameOver_Init(GlobalContext* globalCtx) {
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globalCtx->gameOverCtx.state = GAMEOVER_INACTIVE;
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}
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void GameOver_FadeInLights(GlobalContext* globalCtx) {
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GameOverContext* gameOverCtx = &globalCtx->gameOverCtx;
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if ((gameOverCtx->state >= GAMEOVER_DEATH_WAIT_GROUND && gameOverCtx->state < GAMEOVER_REVIVE_START) ||
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(gameOverCtx->state >= GAMEOVER_REVIVE_RUMBLE && gameOverCtx->state < GAMEOVER_REVIVE_FADE_OUT)) {
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Kankyo_FadeInGameOverLights(globalCtx);
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}
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}
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// This variable has the same problem as z_message's data going to rodata.
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// A fix for this is planned, and will be taken care of with z_message.
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// For now this variable is externed from z_message's rodata.s file.
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extern s16 D_80153D80; // todo: rename to `timer` and make this in function static (after rodata issue is resolved)
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void GameOver_Update(GlobalContext* globalCtx) {
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GameOverContext* gameOverCtx = &globalCtx->gameOverCtx;
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s16 i;
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s16 j;
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s32 v90;
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s32 v91;
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s32 v92;
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switch (gameOverCtx->state) {
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case GAMEOVER_DEATH_START:
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func_80106CCC(globalCtx);
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gSaveContext.timer1State = 0;
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gSaveContext.timer2State = 0;
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gSaveContext.eventInf[1] &= ~1;
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// search inventory for spoiling items and revert if necessary
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for (i = 0; i < ARRAY_COUNT(gSpoilingItems); i++) {
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if (INV_CONTENT(ITEM_POCKET_EGG) == gSpoilingItems[i]) {
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INV_CONTENT(gSpoilingItemReverts[i]) = gSpoilingItemReverts[i];
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// search c buttons for the found spoiling item and revert if necessary
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for (j = 1; j < ARRAY_COUNT(gSaveContext.equips.buttonItems); j++) {
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if (gSaveContext.equips.buttonItems[j] == gSpoilingItems[i]) {
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gSaveContext.equips.buttonItems[j] = gSpoilingItemReverts[i];
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Interface_LoadItemIcon1(globalCtx, j);
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}
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}
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}
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}
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// restore "temporary B" to the B Button if not a sword item
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if (gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KOKIRI &&
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gSaveContext.equips.buttonItems[0] != ITEM_SWORD_MASTER &&
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gSaveContext.equips.buttonItems[0] != ITEM_SWORD_BGS &&
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gSaveContext.equips.buttonItems[0] != ITEM_SWORD_KNIFE) {
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if (gSaveContext.buttonStatus[0] != BTN_ENABLED) {
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gSaveContext.equips.buttonItems[0] = gSaveContext.buttonStatus[0];
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} else {
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gSaveContext.equips.buttonItems[0] = ITEM_NONE;
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}
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}
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gSaveContext.nayrusLoveTimer = 2000;
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gSaveContext.naviTimer = 0;
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gSaveContext.seqIndex = 0xFF;
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gSaveContext.nightSeqIndex = 0xFF;
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gSaveContext.eventInf[0] = 0;
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gSaveContext.eventInf[1] = 0;
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gSaveContext.eventInf[2] = 0;
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gSaveContext.eventInf[3] = 0;
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gSaveContext.buttonStatus[0] = gSaveContext.buttonStatus[1] = gSaveContext.buttonStatus[2] =
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gSaveContext.buttonStatus[3] = gSaveContext.buttonStatus[4] = BTN_ENABLED;
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gSaveContext.unk_13E7 = gSaveContext.unk_13E8 = gSaveContext.unk_13EA = gSaveContext.unk_13EC = 0;
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Kankyo_InitGameOverLights(globalCtx);
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D_80153D80 = 20;
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if (1) {}
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v90 = VREG(90);
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v91 = VREG(91);
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v92 = VREG(92);
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func_800AA000(0.0f, ((v90 > 0x64) ? 0xFF : (v90 * 0xFF) / 0x64), (CLAMP_MAX(v91 * 3, 0xFF)),
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((v92 > 0x64) ? 0xFF : (v92 * 0xFF) / 0x64));
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gameOverCtx->state = GAMEOVER_DEATH_WAIT_GROUND;
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break;
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case GAMEOVER_DEATH_WAIT_GROUND:
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break;
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case GAMEOVER_DEATH_DELAY_MENU:
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D_80153D80--;
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if (D_80153D80 == 0) {
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globalCtx->pauseCtx.state = 8;
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gameOverCtx->state++;
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func_800AA15C();
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}
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break;
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case GAMEOVER_REVIVE_START:
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gameOverCtx->state++;
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D_80153D80 = 0;
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Kankyo_InitGameOverLights(globalCtx);
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ShrinkWindow_SetVal(0x20);
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return;
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case GAMEOVER_REVIVE_RUMBLE:
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D_80153D80 = 50;
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gameOverCtx->state++;
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if (1) {}
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v90 = VREG(90);
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v91 = VREG(91);
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v92 = VREG(92);
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func_800AA000(0.0f, ((v90 > 0x64) ? 0xFF : (v90 * 0xFF) / 0x64), (CLAMP_MAX(v91 * 3, 0xFF)),
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((v92 > 0x64) ? 0xFF : (v92 * 0xFF) / 0x64));
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break;
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case GAMEOVER_REVIVE_WAIT_GROUND:
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D_80153D80--;
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if (D_80153D80 == 0) {
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D_80153D80 = 64;
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gameOverCtx->state++;
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}
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break;
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case GAMEOVER_REVIVE_WAIT_FAIRY:
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D_80153D80--;
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if (D_80153D80 == 0) {
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D_80153D80 = 50;
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gameOverCtx->state++;
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}
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break;
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case GAMEOVER_REVIVE_FADE_OUT:
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Kankyo_FadeOutGameOverLights(globalCtx);
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D_80153D80--;
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if (D_80153D80 == 0) {
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gameOverCtx->state = GAMEOVER_INACTIVE;
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}
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break;
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}
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}
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@ -42,8 +42,8 @@ void KaleidoSetup_Update(GlobalContext* globalCtx) {
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PauseContext* pauseCtx = &globalCtx->pauseCtx;
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Input* input = &globalCtx->state.input[0];
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if (pauseCtx->state == 0 && pauseCtx->flag == 0 && globalCtx->unk_10A20 == 0 && globalCtx->sceneLoadFlag == 0 &&
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globalCtx->transitionMode == 0 && gSaveContext.cutsceneIndex < 0xFFF0 &&
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if (pauseCtx->state == 0 && pauseCtx->flag == 0 && globalCtx->gameOverCtx.state == GAMEOVER_INACTIVE &&
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globalCtx->sceneLoadFlag == 0 && globalCtx->transitionMode == 0 && gSaveContext.cutsceneIndex < 0xFFF0 &&
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gSaveContext.nextCutsceneIndex < 0xFFF0 && !Gameplay_InCsMode(globalCtx) &&
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globalCtx->shootingGalleryStatus <= 1 && gSaveContext.unk_13F0 != 8 && gSaveContext.unk_13F0 != 9 &&
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(globalCtx->sceneNum != SCENE_BOWLING || !Flags_GetSwitch(globalCtx, 0x38))) {
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@ -54,11 +54,11 @@ f32 func_800746DC() {
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_kankyo/func_80075E68.s")
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_kankyo/func_80075F14.s")
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_kankyo/Kankyo_InitGameOverLights.s")
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_kankyo/func_800760F4.s")
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_kankyo/Kankyo_FadeInGameOverLights.s")
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_kankyo/func_800763A8.s")
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_kankyo/Kankyo_FadeOutGameOverLights.s")
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_kankyo/func_800766C4.s")
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@ -2453,8 +2453,8 @@ void Interface_UpdateMagicBar(GlobalContext* globalCtx) {
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case 7:
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if ((globalCtx->pauseCtx.state == 0) && (globalCtx->pauseCtx.flag == 0) && (msgCtx->msgMode == 0) &&
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(globalCtx->unk_10A20 == 0) && (globalCtx->sceneLoadFlag == 0) && (globalCtx->transitionMode == 0) &&
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!Gameplay_InCsMode(globalCtx)) {
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(globalCtx->gameOverCtx.state == GAMEOVER_INACTIVE) && (globalCtx->sceneLoadFlag == 0) &&
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(globalCtx->transitionMode == 0) && !Gameplay_InCsMode(globalCtx)) {
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if ((gSaveContext.magic == 0) || ((func_8008F2F8(globalCtx) >= 2) && (func_8008F2F8(globalCtx) < 5)) ||
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((gSaveContext.equips.buttonItems[1] != ITEM_LENS) &&
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(gSaveContext.equips.buttonItems[2] != ITEM_LENS) &&
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}
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}
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if ((globalCtx->pauseCtx.state == 0) && (globalCtx->pauseCtx.flag == 0) && (globalCtx->unk_10A20 == 0) &&
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(msgCtx->msgMode == 0) && !(player->stateFlags2 & 0x01000000) && (globalCtx->sceneLoadFlag == 0) &&
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if ((globalCtx->pauseCtx.state == 0) && (globalCtx->pauseCtx.flag == 0) &&
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(globalCtx->gameOverCtx.state == GAMEOVER_INACTIVE) && (msgCtx->msgMode == 0) &&
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!(player->stateFlags2 & 0x01000000) && (globalCtx->sceneLoadFlag == 0) &&
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(globalCtx->transitionMode == 0) && !Gameplay_InCsMode(globalCtx) && (gSaveContext.minigameState != 1) &&
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(globalCtx->shootingGalleryStatus <= 1) &&
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!((globalCtx->sceneNum == SCENE_BOWLING) && Flags_GetSwitch(globalCtx, 0x38))) {
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if ((gSaveContext.minigameState == 1) || (gSaveContext.sceneSetupIndex < 4) ||
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((globalCtx->sceneNum == SCENE_SPOT20) && (gSaveContext.sceneSetupIndex == 4))) {
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if ((msgCtx->msgMode == 0) || ((msgCtx->msgMode != 0) && (globalCtx->sceneNum == SCENE_BOWLING))) {
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if (globalCtx->unk_10A20 == 0) {
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if (globalCtx->gameOverCtx.state == GAMEOVER_INACTIVE) {
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func_80083108(globalCtx);
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}
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}
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WREG(7) = interfaceCtx->unk_1F4;
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if ((globalCtx->pauseCtx.state == 0) && (globalCtx->pauseCtx.flag == 0) && (msgCtx->msgMode == 0) &&
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(globalCtx->sceneLoadFlag == 0) && (globalCtx->unk_10A20 == 0) && (globalCtx->transitionMode == 0) &&
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((globalCtx->csCtx.state == 0) || !Player_InCsMode(globalCtx))) {
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(globalCtx->sceneLoadFlag == 0) && (globalCtx->gameOverCtx.state == GAMEOVER_INACTIVE) &&
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(globalCtx->transitionMode == 0) && ((globalCtx->csCtx.state == 0) || !Player_InCsMode(globalCtx))) {
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if ((gSaveContext.magicAcquired != 0) && (gSaveContext.magicLevel == 0)) {
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gSaveContext.magicLevel = gSaveContext.doubleMagic + 1;
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gSaveContext.unk_13F0 = 8;
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@ -229,7 +229,7 @@ void Gameplay_Init(GameState* thisx) {
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Sram_Init(globalCtx, &globalCtx->sramCtx);
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func_80112098(globalCtx);
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func_80110F68(globalCtx);
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func_80110450(globalCtx);
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GameOver_Init(globalCtx);
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func_8006BA00(globalCtx);
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Effect_InitContext(globalCtx);
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EffectSs_InitInfo(globalCtx, 0x55);
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LOG_NUM("1", 1, "../z_play.c", 3542);
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}
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if ((gSaveContext.gameMode == 0) && (globalCtx->msgCtx.msgMode == 0) && (globalCtx->unk_10A20 == 0)) {
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if ((gSaveContext.gameMode == 0) && (globalCtx->msgCtx.msgMode == 0) &&
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(globalCtx->gameOverCtx.state == GAMEOVER_INACTIVE)) {
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KaleidoSetup_Update(globalCtx);
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}
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}
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KaleidoScopeCall_Update(globalCtx);
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} else if (globalCtx->unk_10A20 != 0) {
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} else if (globalCtx->gameOverCtx.state != GAMEOVER_INACTIVE) {
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if (1 && HREG(63)) {
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LOG_NUM("1", 1, "../z_play.c", 3727);
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}
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func_801104C8(globalCtx);
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GameOver_Update(globalCtx);
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} else {
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if (1 && HREG(63)) {
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LOG_NUM("1", 1, "../z_play.c", 3733);
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@ -1028,7 +1029,7 @@ skip:
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}
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func_80070C24(globalCtx, &globalCtx->envCtx, &globalCtx->lightCtx, &globalCtx->pauseCtx, &globalCtx->msgCtx,
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&globalCtx->unk_10A20, globalCtx->state.gfxCtx);
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&globalCtx->gameOverCtx, globalCtx->state.gfxCtx);
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}
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void Gameplay_DrawOverlayElements(GlobalContext* globalCtx) {
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@ -1042,8 +1043,8 @@ void Gameplay_DrawOverlayElements(GlobalContext* globalCtx) {
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func_8010F58C(globalCtx);
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if (globalCtx->unk_10A20 != 0) {
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func_80110460(globalCtx);
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if (globalCtx->gameOverCtx.state != GAMEOVER_INACTIVE) {
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GameOver_FadeInLights(globalCtx);
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}
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}
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