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Use macros for oGfxCtx accesses (#465)
* fix colliderinit typo * fix initchain * reloc * add defines * add defines * missed some on merge * rename gfxCtx and add comment * remove space
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92bb1fb210
commit
3c5fe66dcd
195 changed files with 2236 additions and 2229 deletions
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@ -320,11 +320,11 @@ void Minimap_DrawCompassIcons(GlobalContext* globalCtx) {
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if (globalCtx->interfaceCtx.minimapAlpha >= 0xAA) {
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func_80094A14(globalCtx->state.gfxCtx);
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gSPMatrix(oGfxCtx->overlay.p++, &gMtxClear, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gDPSetCombineLERP(oGfxCtx->overlay.p++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
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gSPMatrix(OVERLAY_DISP++, &gMtxClear, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0,
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PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
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gDPSetEnvColor(oGfxCtx->overlay.p++, 0, 0, 0, 255);
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gDPSetCombineMode(oGfxCtx->overlay.p++, G_CC_PRIMITIVE, G_CC_PRIMITIVE);
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gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 0, 255);
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gDPSetCombineMode(OVERLAY_DISP++, G_CC_PRIMITIVE, G_CC_PRIMITIVE);
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tempX = player->actor.posRot.pos.x;
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tempZ = player->actor.posRot.pos.z;
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@ -335,11 +335,11 @@ void Minimap_DrawCompassIcons(GlobalContext* globalCtx) {
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Matrix_RotateX(-1.6f, MTXMODE_APPLY);
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tempX = (0x7FFF - player->actor.shape.rot.y) / 0x400;
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Matrix_RotateY(tempX / 10.0f, MTXMODE_APPLY);
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gSPMatrix(oGfxCtx->overlay.p++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_map_exp.c", 585),
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gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_map_exp.c", 585),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gDPSetPrimColor(oGfxCtx->overlay.p++, 0, 0, 200, 255, 0, 255);
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gSPDisplayList(oGfxCtx->overlay.p++, D_0400C820);
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 200, 255, 0, 255);
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gSPDisplayList(OVERLAY_DISP++, D_0400C820);
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tempX = sPlayerInitialPosX;
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tempZ = sPlayerInitialPosZ;
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@ -349,11 +349,11 @@ void Minimap_DrawCompassIcons(GlobalContext* globalCtx) {
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Matrix_Scale(VREG(9) / 100.0f, VREG(9) / 100.0f, VREG(9) / 100.0f, MTXMODE_APPLY);
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Matrix_RotateX(VREG(52) / 10.0f, MTXMODE_APPLY);
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Matrix_RotateY(sPlayerInitialDirection / 10.0f, MTXMODE_APPLY);
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gSPMatrix(oGfxCtx->overlay.p++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_map_exp.c", 603),
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gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_map_exp.c", 603),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gDPSetPrimColor(oGfxCtx->overlay.p++, 0, 0xFF, 200, 0, 0, 255);
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gSPDisplayList(oGfxCtx->overlay.p++, D_0400C820);
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0xFF, 200, 0, 0, 255);
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gSPDisplayList(OVERLAY_DISP++, D_0400C820);
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}
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_map_exp.c", 607);
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@ -380,17 +380,17 @@ void Minimap_Draw(GlobalContext* globalCtx) {
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case SCENE_ICE_DOUKUTO:
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if (!R_MINIMAP_TOGGLED) {
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func_80094520(globalCtx->state.gfxCtx);
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gDPSetCombineLERP(oGfxCtx->overlay.p++, 1, 0, PRIMITIVE, 0, TEXEL0, 0, PRIMITIVE, 0, 1, 0,
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gDPSetCombineLERP(OVERLAY_DISP++, 1, 0, PRIMITIVE, 0, TEXEL0, 0, PRIMITIVE, 0, 1, 0,
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PRIMITIVE, 0, TEXEL0, 0, PRIMITIVE, 0);
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if (gSaveContext.inventory.dungeonItems[mapIndex] & gBitFlags[DUNGEON_MAP]) {
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gDPSetPrimColor(oGfxCtx->overlay.p++, 0, 0, 100, 255, 255, interfaceCtx->minimapAlpha);
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 100, 255, 255, interfaceCtx->minimapAlpha);
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gDPLoadTextureBlock_4b(oGfxCtx->overlay.p++, interfaceCtx->mapSegment, G_IM_FMT_I, 96, 85, 0,
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gDPLoadTextureBlock_4b(OVERLAY_DISP++, interfaceCtx->mapSegment, G_IM_FMT_I, 96, 85, 0,
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G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK,
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G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
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gSPTextureRectangle(oGfxCtx->overlay.p++, R_DGN_MINIMAP_X << 2, R_DGN_MINIMAP_Y << 2,
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gSPTextureRectangle(OVERLAY_DISP++, R_DGN_MINIMAP_X << 2, R_DGN_MINIMAP_Y << 2,
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(R_DGN_MINIMAP_X + 96) << 2, (R_DGN_MINIMAP_Y + 85) << 2, G_TX_RENDERTILE,
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0, 0, 1024, 1024);
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}
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@ -437,16 +437,16 @@ void Minimap_Draw(GlobalContext* globalCtx) {
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if (!R_MINIMAP_TOGGLED) {
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func_80094520(globalCtx->state.gfxCtx);
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gDPSetCombineMode(oGfxCtx->overlay.p++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
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gDPSetPrimColor(oGfxCtx->overlay.p++, 0, 0, R_MINIMAP_COLOR(0), R_MINIMAP_COLOR(1),
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gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, R_MINIMAP_COLOR(0), R_MINIMAP_COLOR(1),
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R_MINIMAP_COLOR(2), interfaceCtx->minimapAlpha);
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gDPLoadTextureBlock_4b(oGfxCtx->overlay.p++, interfaceCtx->mapSegment, G_IM_FMT_IA,
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gDPLoadTextureBlock_4b(OVERLAY_DISP++, interfaceCtx->mapSegment, G_IM_FMT_IA,
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gMapData->owMinimapWidth[mapIndex], gMapData->owMinimapHeight[mapIndex], 0,
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G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK,
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G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
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gSPTextureRectangle(oGfxCtx->overlay.p++, R_OW_MINIMAP_X << 2, R_OW_MINIMAP_Y << 2,
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gSPTextureRectangle(OVERLAY_DISP++, R_OW_MINIMAP_X << 2, R_OW_MINIMAP_Y << 2,
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(R_OW_MINIMAP_X + gMapData->owMinimapWidth[mapIndex]) << 2,
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(R_OW_MINIMAP_Y + gMapData->owMinimapHeight[mapIndex]) << 2, G_TX_RENDERTILE, 0,
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0, 1024, 1024);
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@ -458,11 +458,11 @@ void Minimap_Draw(GlobalContext* globalCtx) {
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((gMapData->owEntranceFlag[sEntranceIconMapIndex] != 0xFFFF) &&
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(gSaveContext.infTable[26] & gBitFlags[gMapData->owEntranceFlag[mapIndex]]))) {
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gDPLoadTextureBlock(oGfxCtx->overlay.p++, D_02002500, G_IM_FMT_RGBA, G_IM_SIZ_16b, 8, 8, 0,
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gDPLoadTextureBlock(OVERLAY_DISP++, D_02002500, G_IM_FMT_RGBA, G_IM_SIZ_16b, 8, 8, 0,
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G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK,
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G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
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gSPTextureRectangle(oGfxCtx->overlay.p++,
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gSPTextureRectangle(OVERLAY_DISP++,
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gMapData->owEntranceIconPosX[sEntranceIconMapIndex] << 2,
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gMapData->owEntranceIconPosY[sEntranceIconMapIndex] << 2,
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(gMapData->owEntranceIconPosX[sEntranceIconMapIndex] + 8) << 2,
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@ -472,11 +472,11 @@ void Minimap_Draw(GlobalContext* globalCtx) {
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}
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if ((globalCtx->sceneNum == SCENE_SPOT08) && (gSaveContext.infTable[26] & gBitFlags[9])) {
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gDPLoadTextureBlock(oGfxCtx->overlay.p++, D_02002500, G_IM_FMT_RGBA, G_IM_SIZ_16b, 8, 8, 0,
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gDPLoadTextureBlock(OVERLAY_DISP++, D_02002500, G_IM_FMT_RGBA, G_IM_SIZ_16b, 8, 8, 0,
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G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK,
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G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
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gSPTextureRectangle(oGfxCtx->overlay.p++, 1080, 616, 1112, 648, G_TX_RENDERTILE, 0, 0, 1024,
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gSPTextureRectangle(OVERLAY_DISP++, 1080, 616, 1112, 648, G_TX_RENDERTILE, 0, 0, 1024,
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1024);
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}
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