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Environment documentation pass (#1115)
* some docs, start introducing time macro * most usages of CLOCK_TIME * finish up clock time defines, format * saving incase i need to revert * more docs * more docs progress * some more docs * format with 11 * change sos to storm * update functions.h * some depth stuff * review 1 and 2 * whoops * update zbuf stuff * most of review 3 * enum name * storm state enum * review 4 * fix enum * add comment to skyboxischanging * review * things dont match, committing so i can change branches * revert struct changes * define for override_full_control * new clock_time macro * fill alpha -> glare strength * update comment * remove indoor/outdoor, new name for underwater light variable * remove copy pasted comment * fix comments * remove whitespave * review
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d7bbe43ba7
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50 changed files with 1339 additions and 1087 deletions
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@ -624,7 +624,7 @@ void BossGanon_IntroCutscene(BossGanon* this, GlobalContext* globalCtx) {
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// fallthrough
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case 3:
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this->envLightMode = 0;
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globalCtx->envCtx.unk_D8 = 0.0f;
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globalCtx->envCtx.lightBlend = 0.0f;
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this->csCamAt.y = (sinf(this->unk_704) * 300.0f) + this->csCamEye.y;
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this->csCamAt.z = (cosf(this->unk_704) * -300.0f) + this->csCamEye.z;
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Math_ApproachF(&this->unk_704, 0.25f, 0.05f, this->csCamAtMaxStep.y);
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@ -662,7 +662,7 @@ void BossGanon_IntroCutscene(BossGanon* this, GlobalContext* globalCtx) {
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this->envLightMode = 5;
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if (this->csTimer < 50) {
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globalCtx->envCtx.unk_D8 = 1.0f;
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globalCtx->envCtx.lightBlend = 1.0f;
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}
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if (this->csTimer == 10) {
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@ -693,7 +693,7 @@ void BossGanon_IntroCutscene(BossGanon* this, GlobalContext* globalCtx) {
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this->fwork[GDF_TRIFORCE_PRIM_B] = 255.0f;
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this->fwork[GDF_TRIFORCE_ENV_G] = 100.0f;
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func_80078884(NA_SE_EV_TRIFORCE_MARK);
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globalCtx->envCtx.unk_D8 = 0.0f;
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globalCtx->envCtx.lightBlend = 0.0f;
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// fallthrough
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case 7:
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this->envLightMode = 6;
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@ -708,7 +708,7 @@ void BossGanon_IntroCutscene(BossGanon* this, GlobalContext* globalCtx) {
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}
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if (this->csTimer == 30) {
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globalCtx->envCtx.unk_D8 = 1.0f;
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globalCtx->envCtx.lightBlend = 1.0f;
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}
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BossGanon_SetIntroCsCamera(this, 4);
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@ -740,7 +740,7 @@ void BossGanon_IntroCutscene(BossGanon* this, GlobalContext* globalCtx) {
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this->fwork[GDF_TRIFORCE_PRIM_B] = 255.0f;
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this->fwork[GDF_TRIFORCE_ENV_G] = 100.0f;
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func_80078884(NA_SE_EV_TRIFORCE_MARK);
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globalCtx->envCtx.unk_D8 = 0.0f;
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globalCtx->envCtx.lightBlend = 0.0f;
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// fallthrough
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case 9:
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this->envLightMode = 7;
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@ -760,7 +760,7 @@ void BossGanon_IntroCutscene(BossGanon* this, GlobalContext* globalCtx) {
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}
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if (this->csTimer == 32) {
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globalCtx->envCtx.unk_D8 = 1.0f;
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globalCtx->envCtx.lightBlend = 1.0f;
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}
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if (this->csTimer == 50) {
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@ -832,7 +832,7 @@ void BossGanon_IntroCutscene(BossGanon* this, GlobalContext* globalCtx) {
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case 15: // side view of all 3 of them
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this->envLightMode = 0;
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globalCtx->envCtx.unk_D8 = 0.0f;
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globalCtx->envCtx.lightBlend = 0.0f;
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BossGanon_SetIntroCsCamera(this, 10);
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if (this->csTimer == 30) {
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@ -925,7 +925,7 @@ void BossGanon_IntroCutscene(BossGanon* this, GlobalContext* globalCtx) {
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this->fwork[GDF_TRIFORCE_PRIM_A] = 0.0f;
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this->fwork[GDF_TRIFORCE_PRIM_B] = 255.0f;
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this->fwork[GDF_TRIFORCE_ENV_G] = 100.0f;
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globalCtx->envCtx.unk_D8 = 0.0f;
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globalCtx->envCtx.lightBlend = 0.0f;
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// fallthrough
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case 19: // show triforce
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this->envLightMode = 8;
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@ -934,7 +934,7 @@ void BossGanon_IntroCutscene(BossGanon* this, GlobalContext* globalCtx) {
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this->envLightMode = 9;
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if (this->csTimer == 60) {
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globalCtx->envCtx.unk_D8 = 1.0f;
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globalCtx->envCtx.lightBlend = 1.0f;
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}
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}
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@ -1260,7 +1260,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, GlobalContext* globalCtx)
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this->envLightMode = 13;
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if (this->csTimer < 30) {
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globalCtx->envCtx.unk_D8 = 0.0f;
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globalCtx->envCtx.lightBlend = 0.0f;
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}
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if (this->csTimer >= 2) {
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@ -1408,13 +1408,13 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, GlobalContext* globalCtx)
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this->envLightMode = 15;
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this->unk_508 = 0.0f;
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this->fwork[GDF_FWORK_1] = 1000.0f;
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globalCtx->envCtx.unk_D8 = 0.0f;
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globalCtx->envCtx.lightBlend = 0.0f;
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}
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break;
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case 7:
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if (this->csTimer < 10) {
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globalCtx->envCtx.unk_D8 = 0.0f;
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globalCtx->envCtx.lightBlend = 0.0f;
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}
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if (this->csTimer == 30) {
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@ -1543,7 +1543,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, GlobalContext* globalCtx)
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sCape->tearTimer = 20;
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this->whiteFillAlpha = 255.0f;
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globalCtx->envCtx.unk_D8 = 1.0f;
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globalCtx->envCtx.lightBlend = 1.0f;
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// fallthrough
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case 101:
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player->actor.world.pos.y = 4102.0f;
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@ -1641,7 +1641,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, GlobalContext* globalCtx)
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this->csCamAt.z = sZelda->actor.world.pos.z;
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if (this->csTimer >= 10) {
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Math_ApproachZeroF(&globalCtx->envCtx.unk_D8, 1.0f, 0.05f);
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Math_ApproachZeroF(&globalCtx->envCtx.lightBlend, 1.0f, 0.05f);
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}
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if (this->csTimer == 10) {
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@ -3016,106 +3016,107 @@ void BossGanon_Update(Actor* thisx, GlobalContext* globalCtx2) {
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}
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}
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globalCtx->envCtx.unk_BF = 0;
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globalCtx->envCtx.unk_BE = 0;
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globalCtx->envCtx.unk_DC = 2;
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globalCtx->envCtx.lightSettingOverride = 0;
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globalCtx->envCtx.prevLightSetting = 0;
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globalCtx->envCtx.lightBlendOverride = LIGHT_BLEND_OVERRIDE_FULL_CONTROL;
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switch (this->envLightMode) {
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case -1:
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break;
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case 0:
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Math_ApproachF(&globalCtx->envCtx.unk_D8, 0.0f, 1.0f, 0.02f);
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Math_ApproachF(&globalCtx->envCtx.lightBlend, 0.0f, 1.0f, 0.02f);
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break;
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case 1:
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globalCtx->envCtx.unk_BD = 1;
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Math_ApproachF(&globalCtx->envCtx.unk_D8, 1.0f, 1.0f, 0.1f);
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globalCtx->envCtx.lightSetting = 1;
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Math_ApproachF(&globalCtx->envCtx.lightBlend, 1.0f, 1.0f, 0.1f);
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break;
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case 2:
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globalCtx->envCtx.unk_BD = 1;
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Math_ApproachF(&globalCtx->envCtx.unk_D8, 1.0f, 1.0f, 0.02f);
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globalCtx->envCtx.lightSetting = 1;
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Math_ApproachF(&globalCtx->envCtx.lightBlend, 1.0f, 1.0f, 0.02f);
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break;
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case 3:
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globalCtx->envCtx.unk_BD = 3;
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globalCtx->envCtx.unk_D8 = 1.0f;
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globalCtx->envCtx.lightSetting = 3;
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globalCtx->envCtx.lightBlend = 1.0f;
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break;
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case 35:
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globalCtx->envCtx.unk_BD = 0;
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globalCtx->envCtx.unk_D8 = 1.0f;
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globalCtx->envCtx.lightSetting = 0;
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globalCtx->envCtx.lightBlend = 1.0f;
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break;
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case 4:
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globalCtx->envCtx.unk_BD = 4;
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globalCtx->envCtx.unk_D8 = 1.0f;
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globalCtx->envCtx.lightSetting = 4;
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globalCtx->envCtx.lightBlend = 1.0f;
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break;
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case 5:
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globalCtx->envCtx.unk_BE = 5;
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globalCtx->envCtx.unk_BD = 3;
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Math_ApproachZeroF(&globalCtx->envCtx.unk_D8, 1.0f, 0.075f);
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globalCtx->envCtx.prevLightSetting = 5;
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globalCtx->envCtx.lightSetting = 3;
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Math_ApproachZeroF(&globalCtx->envCtx.lightBlend, 1.0f, 0.075f);
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break;
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case 6:
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globalCtx->envCtx.unk_BE = 5;
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globalCtx->envCtx.unk_D8 = 0.0f;
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globalCtx->envCtx.prevLightSetting = 5;
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globalCtx->envCtx.lightBlend = 0.0f;
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break;
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case 65:
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globalCtx->envCtx.unk_BE = 3;
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globalCtx->envCtx.unk_BD = 6;
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Math_ApproachZeroF(&globalCtx->envCtx.unk_D8, 1.0f, 0.05f);
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globalCtx->envCtx.prevLightSetting = 3;
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globalCtx->envCtx.lightSetting = 6;
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Math_ApproachZeroF(&globalCtx->envCtx.lightBlend, 1.0f, 0.05f);
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break;
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case 7:
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globalCtx->envCtx.unk_BE = 7;
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globalCtx->envCtx.unk_D8 = 0.0f;
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globalCtx->envCtx.prevLightSetting = 7;
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globalCtx->envCtx.lightBlend = 0.0f;
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break;
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case 75:
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globalCtx->envCtx.unk_BE = 4;
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globalCtx->envCtx.unk_BD = 8;
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Math_ApproachZeroF(&globalCtx->envCtx.unk_D8, 1.0f, 0.05f);
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globalCtx->envCtx.prevLightSetting = 4;
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globalCtx->envCtx.lightSetting = 8;
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Math_ApproachZeroF(&globalCtx->envCtx.lightBlend, 1.0f, 0.05f);
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break;
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case 8:
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globalCtx->envCtx.unk_BE = 3;
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globalCtx->envCtx.unk_BD = 9;
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Math_ApproachF(&globalCtx->envCtx.unk_D8, 1.0f, 1.0f, 0.05f);
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globalCtx->envCtx.prevLightSetting = 3;
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globalCtx->envCtx.lightSetting = 9;
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Math_ApproachF(&globalCtx->envCtx.lightBlend, 1.0f, 1.0f, 0.05f);
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break;
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case 9:
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globalCtx->envCtx.unk_BE = 3;
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globalCtx->envCtx.unk_BD = 0xA;
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Math_ApproachZeroF(&globalCtx->envCtx.unk_D8, 1.0f, 0.05f);
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globalCtx->envCtx.prevLightSetting = 3;
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globalCtx->envCtx.lightSetting = 10;
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Math_ApproachZeroF(&globalCtx->envCtx.lightBlend, 1.0f, 0.05f);
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break;
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case 10:
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globalCtx->envCtx.unk_BE = 3;
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globalCtx->envCtx.unk_BD = 0xB;
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Math_ApproachF(&globalCtx->envCtx.unk_D8, 1.0f, 1.0f, 0.05f);
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globalCtx->envCtx.prevLightSetting = 3;
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globalCtx->envCtx.lightSetting = 11;
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Math_ApproachF(&globalCtx->envCtx.lightBlend, 1.0f, 1.0f, 0.05f);
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this->unk_1A4 = 0;
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break;
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case 11:
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globalCtx->envCtx.unk_BE = 0xC;
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globalCtx->envCtx.unk_BD = 0xB;
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Math_ApproachF(&globalCtx->envCtx.unk_D8, (Math_CosS(this->unk_1A4 * 0x1800) * 0.5f) + 0.5f, 1.0f, 1.0f);
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globalCtx->envCtx.prevLightSetting = 12;
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globalCtx->envCtx.lightSetting = 11;
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Math_ApproachF(&globalCtx->envCtx.lightBlend, (Math_CosS(this->unk_1A4 * 0x1800) * 0.5f) + 0.5f, 1.0f,
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1.0f);
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break;
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case 12:
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globalCtx->envCtx.unk_BE = 0xC;
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globalCtx->envCtx.unk_BD = 3;
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Math_ApproachF(&globalCtx->envCtx.unk_D8, 1.0f, 1.0f, 0.05f);
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globalCtx->envCtx.prevLightSetting = 12;
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globalCtx->envCtx.lightSetting = 3;
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Math_ApproachF(&globalCtx->envCtx.lightBlend, 1.0f, 1.0f, 0.05f);
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break;
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case 13:
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globalCtx->envCtx.unk_BD = 0xD;
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Math_ApproachF(&globalCtx->envCtx.unk_D8, 1.0f, 1.0f, 0.025f);
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globalCtx->envCtx.lightSetting = 13;
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Math_ApproachF(&globalCtx->envCtx.lightBlend, 1.0f, 1.0f, 0.025f);
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break;
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case 14:
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globalCtx->envCtx.unk_BD = 0xE;
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globalCtx->envCtx.unk_D8 = 1.0f;
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globalCtx->envCtx.lightSetting = 14;
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globalCtx->envCtx.lightBlend = 1.0f;
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break;
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case 15:
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globalCtx->envCtx.unk_BE = 0xE;
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globalCtx->envCtx.unk_BD = 0xF;
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Math_ApproachF(&globalCtx->envCtx.unk_D8, 1.0f, 1.0f, 0.01f);
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globalCtx->envCtx.prevLightSetting = 14;
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globalCtx->envCtx.lightSetting = 15;
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Math_ApproachF(&globalCtx->envCtx.lightBlend, 1.0f, 1.0f, 0.01f);
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break;
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case 16:
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globalCtx->envCtx.unk_BE = 0x10;
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globalCtx->envCtx.unk_BD = 0xF;
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Math_ApproachZeroF(&globalCtx->envCtx.unk_D8, 1.0f, 0.05f);
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globalCtx->envCtx.prevLightSetting = 16;
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globalCtx->envCtx.lightSetting = 15;
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Math_ApproachZeroF(&globalCtx->envCtx.lightBlend, 1.0f, 0.05f);
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break;
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case 20:
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globalCtx->envCtx.unk_BE = 2;
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globalCtx->envCtx.unk_BD = 1;
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globalCtx->envCtx.prevLightSetting = 2;
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globalCtx->envCtx.lightSetting = 1;
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break;
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default:
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break;
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@ -3169,7 +3170,7 @@ void BossGanon_Update(Actor* thisx, GlobalContext* globalCtx2) {
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gLensFlareScale = this->lensFlareScale;
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gLensFlareColorIntensity = 10.0f;
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gLensFlareScreenFillAlpha = 0;
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gLensFlareGlareStrength = 0;
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} else {
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gCustomLensFlareOn = false;
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}
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