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[ntsc-1.2] Match z_game_over.c, PAL 1.1 fixes (#2099)
* Match z_game_over.c (PAL 1.1 change) * Fix previous matches that are actually PAL 1.1 changes * Add versions.h to global.h * Add versions.h to z_game_over.c too * And the others too * Fix awkward wording
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4 changed files with 13 additions and 3 deletions
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@ -4,5 +4,6 @@
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#include "functions.h"
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#include "variables.h"
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#include "macros.h"
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#include "versions.h"
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#endif
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@ -1,6 +1,7 @@
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#include "z64game_over.h"
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#include "global.h"
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#include "versions.h"
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void GameOver_Init(PlayState* play) {
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play->gameOverCtx.state = GAMEOVER_INACTIVE;
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@ -61,7 +62,12 @@ void GameOver_Update(PlayState* play) {
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}
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}
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#if OOT_VERSION < PAL_1_1
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gSaveContext.nayrusLoveTimer = 0;
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#else
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gSaveContext.nayrusLoveTimer = 2000;
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#endif
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gSaveContext.save.info.playerData.naviTimer = 0;
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gSaveContext.seqId = (u8)NA_BGM_DISABLED;
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gSaveContext.natureAmbienceId = NATURE_ID_DISABLED;
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@ -6,6 +6,7 @@
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#include "z_en_ge3.h"
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#include "assets/objects/object_geldb/object_geldb.h"
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#include "versions.h"
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#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4)
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@ -237,10 +238,11 @@ s32 EnGe3_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* p
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// Turn head
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case GELDB_LIMB_HEAD:
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rot->x += this->headRot.y;
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#if PLATFORM_GC
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#if OOT_VERSION >= PAL_1_1
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FALLTHROUGH;
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// This is a hack to fix the color-changing clothes this Gerudo has on N64 versions
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default:
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// This is a hack to fix a bug present before PAL 1.1, where the actor's clothes can change color
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// depending on what was drawn earlier in the frame.
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OPEN_DISPS(play->state.gfxCtx, "../z_en_ge3.c", 547);
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switch (limbIndex) {
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case GELDB_LIMB_NECK:
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@ -3,6 +3,7 @@
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#include "assets/objects/gameplay_keep/gameplay_keep.h"
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#include "assets/objects/object_oF1d_map/object_oF1d_map.h"
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#include "quake.h"
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#include "versions.h"
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#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4 | ACTOR_FLAG_5)
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@ -1577,7 +1578,7 @@ void EnGo2_Init(Actor* thisx, PlayState* play) {
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this->actionFunc = EnGo2_CurledUp;
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}
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} else {
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#if PLATFORM_GC
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#if OOT_VERSION >= PAL_1_1
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CLEAR_INFTABLE(INFTABLE_10C);
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#endif
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this->collider.dim.height = (D_80A4816C[PARAMS_GET_S(this->actor.params, 0, 5)].height * 0.6f);
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