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Add point lighting gbi features (#1962)
* Add point lighting gbi features * Maybe fix bss ordering
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5 changed files with 277 additions and 255 deletions
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@ -7,7 +7,7 @@
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// For retail BSS ordering, the block number of cbf in Math3D_CylVsCylOverlapCenterDist
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// must be 0.
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#pragma increment_block_number 114
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#pragma increment_block_number 111
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s32 Math3D_LineVsLineClosestTwoPoints(Vec3f* lineAPointA, Vec3f* lineAPointB, Vec3f* lineBPointA, Vec3f* lineBPointB,
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Vec3f* lineAClosestToB, Vec3f* lineBClosestToA);
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@ -115,6 +115,8 @@ void* sUnusedEntranceCsList[] = {
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gDekuTreeIntroCs, gJabuJabuIntroCs, gDcOpeningCs, gMinuetCs, gIceCavernSerenadeCs, gTowerBarrierCs,
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};
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#pragma increment_block_number 254
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// Stores the frame the relevant cam data was last applied on
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u16 gCamAtSplinePointsAppliedFrame;
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u16 gCamEyePointAppliedFrame;
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@ -7,7 +7,7 @@
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// For retail BSS ordering, the block number of sLensFlareUnused must be lower
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// than the extern variables declared in the header (e.g. gLightningStrike)
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// while the block number of sNGameOverLightNode must be higher.
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#pragma increment_block_number 80
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#pragma increment_block_number 78
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typedef enum {
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/* 0x00 */ LIGHTNING_BOLT_START,
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