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Cleanup gSPMatrix, rename Matrix_New
-> Matrix_Finalize
, add MATRIX_FINALIZE_AND_LOAD
(#1983)
* clean up gSPMatrix usage * add weird hybrid macro gSPMATRIX_SET_NEW * Matrix_NewMtx, MATRIX_NEW -> Matrix_Finalize, MATRIX_FINALIZE * gSPMATRIX_SET_NEW -> MATRIX_FINALIZE_AND_LOAD * format
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268 changed files with 702 additions and 1272 deletions
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@ -298,15 +298,13 @@ void DemoKekkai_DrawTrialBarrier(Actor* thisx, PlayState* play2) {
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Matrix_Translate(0.0f, 1200.0f, 0.0f, MTXMODE_APPLY);
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Matrix_Scale(this->orbScale, this->orbScale, this->orbScale, MTXMODE_APPLY);
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Matrix_Translate(0.0f, -1200.0f, 0.0f, MTXMODE_APPLY);
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_kekkai.c", 639),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx, "../z_demo_kekkai.c", 639);
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gSPSegment(POLY_XLU_DISP++, 0x09,
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, frames * 5, frames * -10, 0x20, 0x20, 1,
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frames * 5, frames * -10, 0x20, 0x20));
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gSPDisplayList(POLY_XLU_DISP++, gTrialBarrierOrbDL);
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Matrix_Pop();
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_kekkai.c", 656),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx, "../z_demo_kekkai.c", 656);
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gDPPipeSync(POLY_XLU_DISP++);
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gDPSetPrimColor(POLY_XLU_DISP++, 0x00, 0x80, 50, 0, 100, 255);
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gSPSegment(POLY_XLU_DISP++, 0x0A,
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@ -333,8 +331,7 @@ void DemoKekkai_DrawTowerBarrier(Actor* thisx, PlayState* play) {
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scroll = (s32)this->barrierScroll & 0xFFFF;
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OPEN_DISPS(play->state.gfxCtx, "../z_demo_kekkai.c", 705);
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Gfx_SetupDL_25Xlu(play->state.gfxCtx);
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_kekkai.c", 707),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx, "../z_demo_kekkai.c", 707);
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gDPSetPrimColor(POLY_XLU_DISP++, 0x00, 0x80, 255, 170, 255, 255);
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gSPSegment(POLY_XLU_DISP++, 0x08,
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Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, scroll * 2, scroll * -4, 0x20, 0x40, 1, scroll * 2,
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