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Name one is-controller-valid symbol (#1060)
* Document `D_8012DBC0` as `isCtrlr2Valid` * `isCtrlr2Valid` missing `g` prefix * Run formatter
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5f89b8543f
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6 changed files with 9 additions and 9 deletions
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@ -122,7 +122,7 @@ extern s32 gScreenWidth;
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extern s32 gScreenHeight;
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extern Mtx gMtxClear;
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extern MtxF gMtxFClear;
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extern u32 D_8012DBC0;
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extern u32 gIsCtrlr2Valid;
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extern vu32 gIrqMgrResetStatus;
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extern volatile OSTime gIrqMgrRetraceTime;
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extern s16* gWaveSamples[9];
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@ -1,7 +1,7 @@
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#include "global.h"
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#include "vt.h"
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u32 D_8012DBC0 = false;
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u32 gIsCtrlr2Valid = false;
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void func_800D31A0(void) {
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osSyncPrintf(VT_FGCOL(RED) "\n**** Freeze!! ****\n" VT_RST);
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@ -11,9 +11,9 @@ void func_800D31A0(void) {
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}
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void func_800D31F0(void) {
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D_8012DBC0 = (gPadMgr.validCtrlrsMask & 2) != 0;
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gIsCtrlr2Valid = (gPadMgr.validCtrlrsMask & 2) != 0;
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}
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void func_800D3210(void) {
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D_8012DBC0 = false;
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gIsCtrlr2Valid = false;
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}
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@ -84,7 +84,7 @@ void func_800C4344(GameState* gameState) {
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HREG(95) = CHECK_BTN_ALL(selectedInput->press.button, hReg82);
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}
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if (D_8012DBC0 != 0) {
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if (gIsCtrlr2Valid) {
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func_8006390C(&gameState->input[1]);
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}
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@ -381,14 +381,14 @@ void Graph_Update(GraphicsContext* gfxCtx, GameState* gameState) {
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sGraphUpdateTime = time;
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}
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if (D_8012DBC0 && CHECK_BTN_ALL(gameState->input[0].press.button, BTN_Z) &&
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if (gIsCtrlr2Valid && CHECK_BTN_ALL(gameState->input[0].press.button, BTN_Z) &&
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CHECK_BTN_ALL(gameState->input[0].cur.button, BTN_L | BTN_R)) {
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gSaveContext.gameMode = 0;
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SET_NEXT_GAMESTATE(gameState, Select_Init, SelectContext);
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gameState->running = false;
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}
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if (D_8012DBC0 && PreNmiBuff_IsResetting(gAppNmiBufferPtr) && !gameState->unk_A0) {
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if (gIsCtrlr2Valid && PreNmiBuff_IsResetting(gAppNmiBufferPtr) && !gameState->unk_A0) {
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// "To reset mode"
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osSyncPrintf(VT_COL(YELLOW, BLACK) "PRE-NMIによりリセットモードに移行します\n" VT_RST);
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SET_NEXT_GAMESTATE(gameState, PreNMI_Init, PreNMIContext);
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@ -286,7 +286,7 @@ void PadMgr_HandleRetraceMsg(PadMgr* padMgr) {
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mask = 0;
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for (i = 0; i < 4; i++) {
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if (padMgr->padStatus[i].errno == 0) {
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if (padMgr->padStatus[i].type == 5) {
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if (padMgr->padStatus[i].type == CONT_TYPE_NORMAL) {
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mask |= 1 << i;
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} else {
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LOG_HEX("this->pad_status[i].type", padMgr->padStatus[i].type, "../padmgr.c", 458);
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@ -127,7 +127,7 @@ void Title_Main(GameState* thisx) {
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Title_Calc(this);
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Title_Draw(this);
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if (D_8012DBC0) {
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if (gIsCtrlr2Valid) {
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Gfx* gfx = POLY_OPA_DISP;
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s32 pad;
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