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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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2e79b83bb8
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5441559b30
268 changed files with 702 additions and 1272 deletions
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@ -931,8 +931,7 @@ void EnIk_PostLimbDrawEnemy(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
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BODYBREAK_OBJECT_SLOT_DEFAULT);
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}
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if (limbIndex == IRON_KNUCKLE_LIMB_HELMET_ARMOR) {
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_ik_inFight.c", 1217),
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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_en_ik_inFight.c", 1217);
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if (this->actor.params != IK_TYPE_NABOORU) {
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gSPDisplayList(POLY_XLU_DISP++, gIronKnuckleHelmetMarkingDL);
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} else {
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@ -970,29 +969,25 @@ void EnIk_PostLimbDrawEnemy(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
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switch (limbIndex) {
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case IRON_KNUCKLE_LIMB_UPPER_LEFT_PAULDRON:
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_ik_inFight.c", 1270),
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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_en_ik_inFight.c", 1270);
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gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016F88);
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break;
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case IRON_KNUCKLE_LIMB_UPPER_RIGHT_PAULDRON:
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_ik_inFight.c", 1275),
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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_en_ik_inFight.c", 1275);
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gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016EE8);
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break;
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case IRON_KNUCKLE_LIMB_CHEST_ARMOR_FRONT:
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if (!(this->drawArmorFlag & ARMOR_BROKEN)) {
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_ik_inFight.c", 1281),
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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_en_ik_inFight.c", 1281);
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gSPDisplayList(POLY_XLU_DISP++, gIronKnuckleArmorRivetAndSymbolDL);
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}
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break;
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case IRON_KNUCKLE_LIMB_CHEST_ARMOR_BACK:
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if (!(this->drawArmorFlag & ARMOR_BROKEN)) {
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_ik_inFight.c", 1288),
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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_en_ik_inFight.c", 1288);
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gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016CD8);
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}
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break;
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@ -1262,21 +1257,18 @@ void EnIk_PostLimbDrawDefeat(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
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EnIk* this = (EnIk*)thisx;
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if (EnIk_GetAnimCurFrame(&this->actor) < 30.0f) {
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inAwake.c", 267),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, gfxCtx, "../z_en_ik_inAwake.c", 267);
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gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016D88);
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}
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} break;
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case IRON_KNUCKLE_DEFEAT_LIMB_UPPER_LEFT_PAULDRON:
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inAwake.c", 274),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, gfxCtx, "../z_en_ik_inAwake.c", 274);
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gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016F88);
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break;
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case IRON_KNUCKLE_DEFEAT_LIMB_UPPER_RIGHT_PAULDRON:
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inAwake.c", 280),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, gfxCtx, "../z_en_ik_inAwake.c", 280);
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gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016EE8);
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break;
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@ -1284,8 +1276,7 @@ void EnIk_PostLimbDrawDefeat(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
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EnIk* this = (EnIk*)thisx;
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if (EnIk_GetAnimCurFrame(&this->actor) < 30.0f) {
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inAwake.c", 288),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, gfxCtx, "../z_en_ik_inAwake.c", 288);
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gSPDisplayList(POLY_XLU_DISP++, gIronKnuckleArmorRivetAndSymbolDL);
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}
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} break;
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@ -1294,8 +1285,7 @@ void EnIk_PostLimbDrawDefeat(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
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EnIk* this = (EnIk*)thisx;
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if (EnIk_GetAnimCurFrame(&this->actor) < 30.0f) {
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inAwake.c", 297),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, gfxCtx, "../z_en_ik_inAwake.c", 297);
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gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016CD8);
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}
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} break;
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@ -1435,32 +1425,27 @@ void EnIk_PostLimbDrawIntro(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
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switch (limbIndex) {
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case IRON_KNUCKLE_LIMB_HELMET_ARMOR:
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inConfrontion.c", 575),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, gfxCtx, "../z_en_ik_inConfrontion.c", 575);
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gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016D88);
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break;
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case IRON_KNUCKLE_LIMB_UPPER_LEFT_PAULDRON:
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inConfrontion.c", 581),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, gfxCtx, "../z_en_ik_inConfrontion.c", 581);
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gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016F88);
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break;
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case IRON_KNUCKLE_LIMB_UPPER_RIGHT_PAULDRON:
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inConfrontion.c", 587),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, gfxCtx, "../z_en_ik_inConfrontion.c", 587);
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gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016EE8);
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break;
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case IRON_KNUCKLE_LIMB_CHEST_ARMOR_FRONT:
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inConfrontion.c", 593),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, gfxCtx, "../z_en_ik_inConfrontion.c", 593);
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gSPDisplayList(POLY_XLU_DISP++, gIronKnuckleArmorRivetAndSymbolDL);
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break;
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case IRON_KNUCKLE_LIMB_CHEST_ARMOR_BACK:
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inConfrontion.c", 599),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, gfxCtx, "../z_en_ik_inConfrontion.c", 599);
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gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016CD8);
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break;
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}
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