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Add enum for setup dls and name z_rcp.c
functions (#1196)
* Introduce `SetupDL` enum * wip * wip * Remove comments on each setupdl index * Name setup dl functions by setupdl index * `Gfx_SetupDl` -> `Gfx_SetupDL` * Run formatter * globalctx -> play * fix regressions * `Gfx_SetupDL` -> `Gfx_SetupDL_` (add separating underscore) * `CallSetupDL` -> `SetupDL`
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376 changed files with 1047 additions and 971 deletions
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@ -308,7 +308,7 @@ void EnMag_DrawImageRGBA32(Gfx** gfxp, s16 centerX, s16 centerY, u8* source, u32
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s32 pad;
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s32 i;
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func_80094D28(&gfx);
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Gfx_SetupDL_56Ptr(&gfx);
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curTexture = source;
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rectLeft = centerX - (width / 2);
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@ -395,7 +395,7 @@ void EnMag_DrawInner(Actor* thisx, PlayState* play, Gfx** gfxp) {
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gSPSegment(gfx++, 0x06, play->objectCtx.status[this->actor.objBankIndex].segment);
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func_8009457C(&gfx);
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Gfx_SetupDL_39Ptr(&gfx);
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this->effectScroll -= 2;
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@ -425,7 +425,7 @@ void EnMag_DrawInner(Actor* thisx, PlayState* play, Gfx** gfxp) {
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EnMag_DrawImageRGBA32(&gfx, 152, 100, (u8*)gTitleZeldaShieldLogoMQTex, 160, 160);
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}
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func_8009457C(&gfx);
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Gfx_SetupDL_39Ptr(&gfx);
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gDPPipeSync(gfx++);
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gDPSetAlphaCompare(gfx++, G_AC_NONE);
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@ -458,7 +458,7 @@ void EnMag_DrawInner(Actor* thisx, PlayState* play, Gfx** gfxp) {
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EnMag_DrawImageRGBA32(&gfx, 174, 145, (u8*)gTitleMasterQuestSubtitleTex, 128, 32);
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}
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func_8009457C(&gfx);
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Gfx_SetupDL_39Ptr(&gfx);
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gDPSetAlphaCompare(gfx++, G_AC_NONE);
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gDPSetCombineMode(gfx++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
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