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Decouple Debug Features From gc-eu-mq-dbg (#2296)
* rename OOT_DEBUG to DEBUG_FEATURES * makefile changes * add DEBUG_ASSETS * fix DEBUG_FEATURES usages * format * fix errors * review * fix problem and review2 * review * add DEBUG_FEATURES to DEBUG_ASSETS check * review * whoops * format
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168 changed files with 652 additions and 606 deletions
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@ -1379,7 +1379,7 @@ void func_80A053F0(Actor* thisx, PlayState* play) {
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if (player->naviTextId == 0) {
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if (player->focusActor == NULL) {
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#if OOT_DEBUG
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#if DEBUG_FEATURES
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if (((gSaveContext.save.info.playerData.naviTimer >= 600) &&
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(gSaveContext.save.info.playerData.naviTimer <= 3000)) ||
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(nREG(89) != 0))
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@ -1423,7 +1423,7 @@ void func_80A053F0(Actor* thisx, PlayState* play) {
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this->actionFunc(this, play);
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thisx->shape.rot.y = this->unk_2BC;
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#if OOT_DEBUG
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#if DEBUG_FEATURES
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// `gSaveContext.save.info.sceneFlags[127].chest` (like in the debug string) instead of `HIGH_SCORE(HS_HBA)`
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// matches too, but, with how the `SaveContext` struct is currently defined, it is an out-of-bounds read in the
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// `sceneFlags` array. It is theorized the original `room_inf` (currently `sceneFlags`) was an array of length
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