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Match retail demo actors (#1745)
* Match GetCue functions * Match retail demo actors * Add redundant parentheses around kREG(X) == Y in z_demo_gt.c * Remove goto in DemoEffect_DrawLightEffect * Rename "dl" * Comment on possible array * Use the word "fake" * Remove redundant return
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18 changed files with 161 additions and 83 deletions
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@ -68,6 +68,7 @@ void DemoDu_SetMouthTexIndex(DemoDu* this, s16 mouthTexIndex) {
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this->mouthTexIndex = mouthTexIndex;
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}
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#if OOT_DEBUG
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// Resets all the values used in this cutscene.
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void DemoDu_CsAfterGanon_Reset(DemoDu* this) {
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this->updateIndex = CS_CHAMBERAFTERGANON_SUBSCENE(0);
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@ -87,12 +88,12 @@ void DemoDu_CsAfterGanon_CheckIfShouldReset(DemoDu* this, PlayState* play) {
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DemoDu_CsAfterGanon_Reset(this);
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}
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D_8096CE94 = false;
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return;
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}
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} else if (!D_8096CE94) {
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D_8096CE94 = true;
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}
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}
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#endif
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s32 DemoDu_UpdateSkelAnime(DemoDu* this) {
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return SkelAnime_Update(&this->skelAnime);
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@ -104,8 +105,11 @@ void DemoDu_UpdateBgCheckInfo(DemoDu* this, PlayState* play) {
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CsCmdActorCue* DemoDu_GetCue(PlayState* play, s32 cueChannel) {
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if (play->csCtx.state != CS_STATE_IDLE) {
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return play->csCtx.actorCues[cueChannel];
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CsCmdActorCue* cue = play->csCtx.actorCues[cueChannel];
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return cue;
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}
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return NULL;
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}
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@ -774,7 +778,9 @@ void DemoDu_CsAfterGanon_BackTo01(DemoDu* this, PlayState* play) {
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void DemoDu_UpdateCs_AG_00(DemoDu* this, PlayState* play) {
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DemoDu_CsAfterGanon_AdvanceTo01(this, play);
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#if OOT_DEBUG
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DemoDu_CsAfterGanon_CheckIfShouldReset(this, play);
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#endif
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}
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void DemoDu_UpdateCs_AG_01(DemoDu* this, PlayState* play) {
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@ -782,7 +788,9 @@ void DemoDu_UpdateCs_AG_01(DemoDu* this, PlayState* play) {
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DemoDu_UpdateSkelAnime(this);
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DemoDu_UpdateEyes(this);
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DemoDu_CsAfterGanon_AdvanceTo02(this, play);
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#if OOT_DEBUG
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DemoDu_CsAfterGanon_CheckIfShouldReset(this, play);
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#endif
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}
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void DemoDu_UpdateCs_AG_02(DemoDu* this, PlayState* play) {
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@ -790,7 +798,9 @@ void DemoDu_UpdateCs_AG_02(DemoDu* this, PlayState* play) {
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DemoDu_UpdateSkelAnime(this);
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DemoDu_UpdateEyes(this);
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DemoDu_CsAfterGanon_BackTo01(this, play);
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#if OOT_DEBUG
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DemoDu_CsAfterGanon_CheckIfShouldReset(this, play);
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#endif
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}
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// Similar to DemoDu_Draw_01, but this uses POLY_XLU_DISP. Also uses this->shadowAlpha for setting the env color.
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