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https://github.com/zeldaret/oot.git
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Doc pass on scene & room headers (#1240)
* Doc pass on scene & room headers * Remove comments on room draw handlers * `struct ActorEntry` -> `ActorEntry`
This commit is contained in:
parent
3ff19c253e
commit
73ba138f54
6 changed files with 296 additions and 340 deletions
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@ -6948,7 +6948,7 @@ void func_80057FC4(Camera* camera) {
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if (camera != &camera->play->mainCamera) {
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camera->prevSetting = camera->setting = CAM_SET_FREE0;
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camera->unk_14C &= ~0x4;
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} else if (camera->play->roomCtx.curRoom.meshHeader->base.type != 1) {
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} else if (camera->play->roomCtx.curRoom.meshHeader->base.type != MESH_HEADER_TYPE_1) {
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switch (camera->play->roomCtx.curRoom.behaviorType1) {
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case ROOM_BEHAVIOR_TYPE1_1:
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Camera_ChangeDoorCam(camera, NULL, -99, 0, 0, 18, 10);
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@ -1197,7 +1197,7 @@ void Play_Draw(PlayState* this) {
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POLY_OPA_DISP = sp84;
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goto Play_Draw_DrawOverlayElements;
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} else {
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s32 sp80;
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s32 roomDrawFlags;
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if ((HREG(80) != 10) || (HREG(83) != 0)) {
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if (this->skyboxId && (this->skyboxId != SKYBOX_UNSET_1D) && !this->envCtx.skyboxDisabled) {
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@ -1236,13 +1236,13 @@ void Play_Draw(PlayState* this) {
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if ((HREG(80) != 10) || (HREG(84) != 0)) {
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if (VREG(94) == 0) {
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if (HREG(80) != 10) {
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sp80 = 3;
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roomDrawFlags = ROOM_DRAW_OPA | ROOM_DRAW_XLU;
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} else {
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sp80 = HREG(84);
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roomDrawFlags = HREG(84);
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}
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Scene_Draw(this);
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Room_Draw(this, &this->roomCtx.curRoom, sp80 & 3);
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Room_Draw(this, &this->roomCtx.prevRoom, sp80 & 3);
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Room_Draw(this, &this->roomCtx.curRoom, roomDrawFlags & (ROOM_DRAW_OPA | ROOM_DRAW_XLU));
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Room_Draw(this, &this->roomCtx.prevRoom, roomDrawFlags & (ROOM_DRAW_OPA | ROOM_DRAW_XLU));
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}
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}
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@ -1808,8 +1808,8 @@ void Play_TriggerRespawn(PlayState* this) {
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}
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s32 func_800C0CB8(PlayState* this) {
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return (this->roomCtx.curRoom.meshHeader->base.type != 1) && (YREG(15) != 0x20) && (YREG(15) != 0x30) &&
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(YREG(15) != 0x40) && (this->sceneNum != SCENE_HAIRAL_NIWA);
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return (this->roomCtx.curRoom.meshHeader->base.type != MESH_HEADER_TYPE_1) && (YREG(15) != 0x20) &&
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(YREG(15) != 0x30) && (YREG(15) != 0x40) && (this->sceneNum != SCENE_HAIRAL_NIWA);
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}
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s32 FrameAdvance_IsEnabled(PlayState* this) {
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@ -1,9 +1,9 @@
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#include "global.h"
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#include "vt.h"
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void func_80095AB4(PlayState* play, Room* room, u32 flags);
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void func_80095D04(PlayState* play, Room* room, u32 flags);
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void func_80096F6C(PlayState* play, Room* room, u32 flags);
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void Room_Draw0(PlayState* play, Room* room, u32 flags);
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void Room_Draw2(PlayState* play, Room* room, u32 flags);
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void Room_Draw1(PlayState* play, Room* room, u32 flags);
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Vec3f D_801270A0 = { 0.0f, 0.0f, 0.0f };
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@ -22,49 +22,48 @@ Gfx D_801270B0[] = {
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gsSPEndDisplayList(),
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};
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void (*sRoomDrawHandlers[])(PlayState* play, Room* room, u32 flags) = {
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func_80095AB4,
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func_80096F6C,
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func_80095D04,
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void (*sRoomDrawHandlers[MESH_HEADER_TYPE_MAX])(PlayState* play, Room* room, u32 flags) = {
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Room_Draw0,
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Room_Draw1,
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Room_Draw2,
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};
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void func_80095AA0(PlayState* play, Room* room, Input* arg2, UNK_TYPE arg3) {
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}
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// Room Draw Polygon Type 0
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void func_80095AB4(PlayState* play, Room* room, u32 flags) {
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void Room_Draw0(PlayState* play, Room* room, u32 flags) {
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s32 i;
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PolygonType0* polygon0;
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PolygonDlist* polygonDlist;
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MeshHeader0* meshHeader0;
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MeshHeader01Entry* meshHeader0Entry;
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OPEN_DISPS(play->state.gfxCtx, "../z_room.c", 193);
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if (flags & 1) {
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if (flags & ROOM_DRAW_OPA) {
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func_800342EC(&D_801270A0, play);
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gSPSegment(POLY_OPA_DISP++, 0x03, room->segment);
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func_80093C80(play);
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gSPMatrix(POLY_OPA_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD);
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}
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if (flags & 2) {
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if (flags & ROOM_DRAW_XLU) {
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func_8003435C(&D_801270A0, play);
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gSPSegment(POLY_XLU_DISP++, 0x03, room->segment);
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Gfx_SetupDL_25Xlu(play->state.gfxCtx);
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gSPMatrix(POLY_XLU_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD);
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}
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polygon0 = &room->meshHeader->polygon0;
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polygonDlist = SEGMENTED_TO_VIRTUAL(polygon0->start);
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for (i = 0; i < polygon0->num; i++) {
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if ((flags & 1) && (polygonDlist->opa != NULL)) {
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gSPDisplayList(POLY_OPA_DISP++, polygonDlist->opa);
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meshHeader0 = &room->meshHeader->meshHeader0;
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meshHeader0Entry = SEGMENTED_TO_VIRTUAL(meshHeader0->entries);
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for (i = 0; i < meshHeader0->numEntries; i++) {
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if ((flags & ROOM_DRAW_OPA) && (meshHeader0Entry->opa != NULL)) {
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gSPDisplayList(POLY_OPA_DISP++, meshHeader0Entry->opa);
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}
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if ((flags & 2) && (polygonDlist->xlu != NULL)) {
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gSPDisplayList(POLY_XLU_DISP++, polygonDlist->xlu);
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if ((flags & ROOM_DRAW_XLU) && (meshHeader0Entry->xlu != NULL)) {
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gSPDisplayList(POLY_XLU_DISP++, meshHeader0Entry->xlu);
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}
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polygonDlist++;
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meshHeader0Entry++;
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}
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CLOSE_DISPS(play->state.gfxCtx, "../z_room.c", 239);
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@ -73,16 +72,15 @@ void func_80095AB4(PlayState* play, Room* room, u32 flags) {
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#define SHAPE_SORT_MAX 64
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typedef struct struct_80095D04 {
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/* 0x00 */ PolygonDlist2* unk_00;
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/* 0x00 */ MeshHeader2Entry* unk_00;
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/* 0x04 */ f32 unk_04;
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/* 0x08 */ struct struct_80095D04* unk_08;
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/* 0x0C */ struct struct_80095D04* unk_0C;
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} struct_80095D04; // size = 0x10
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// Room Draw Polygon Type 2
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void func_80095D04(PlayState* play, Room* room, u32 flags) {
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PolygonType2* polygon2;
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PolygonDlist2* polygonDlist;
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void Room_Draw2(PlayState* play, Room* room, u32 flags) {
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MeshHeader2* meshHeader2;
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MeshHeader2Entry* meshHeader2Entry;
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struct_80095D04 spB8[SHAPE_SORT_MAX];
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struct_80095D04* spB4 = NULL;
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struct_80095D04* spB0 = NULL;
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@ -95,41 +93,41 @@ void func_80095D04(PlayState* play, Room* room, u32 flags) {
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Vec3f projectedPos;
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f32 projectedW;
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s32 pad2;
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PolygonDlist2* polygonDlistFirst;
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PolygonDlist2* polygonDlistIter;
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MeshHeader2Entry* meshHeader2Entries;
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MeshHeader2Entry* meshHeader2EntryIter;
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f32 temp_f2;
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OPEN_DISPS(play->state.gfxCtx, "../z_room.c", 287);
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if (flags & 1) {
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if (flags & ROOM_DRAW_OPA) {
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func_800342EC(&D_801270A0, play);
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gSPSegment(POLY_OPA_DISP++, 0x03, room->segment);
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func_80093C80(play);
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gSPMatrix(POLY_OPA_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD);
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}
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if (1) {}
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if (flags & 2) {
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if (flags & ROOM_DRAW_XLU) {
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func_8003435C(&D_801270A0, play);
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gSPSegment(POLY_XLU_DISP++, 0x03, room->segment);
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Gfx_SetupDL_25Xlu(play->state.gfxCtx);
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gSPMatrix(POLY_XLU_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD);
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}
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polygon2 = &room->meshHeader->polygon2;
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polygonDlist = SEGMENTED_TO_VIRTUAL(polygon2->start);
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meshHeader2 = &room->meshHeader->meshHeader2;
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meshHeader2Entry = SEGMENTED_TO_VIRTUAL(meshHeader2->entries);
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spA4 = spB8;
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ASSERT(polygon2->num <= SHAPE_SORT_MAX, "polygon2->num <= SHAPE_SORT_MAX", "../z_room.c", 317);
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polygonDlistFirst = polygonDlist;
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ASSERT(meshHeader2->numEntries <= SHAPE_SORT_MAX, "polygon2->num <= SHAPE_SORT_MAX", "../z_room.c", 317);
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meshHeader2Entries = meshHeader2Entry;
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for (i = 0; i < polygon2->num; i++, polygonDlist++) {
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pos.x = polygonDlist->pos.x;
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pos.y = polygonDlist->pos.y;
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pos.z = polygonDlist->pos.z;
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for (i = 0; i < meshHeader2->numEntries; i++, meshHeader2Entry++) {
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pos.x = meshHeader2Entry->pos.x;
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pos.y = meshHeader2Entry->pos.y;
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pos.z = meshHeader2Entry->pos.z;
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SkinMatrix_Vec3fMtxFMultXYZW(&play->viewProjectionMtxF, &pos, &projectedPos, &projectedW);
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if (-(f32)polygonDlist->unk_06 < projectedPos.z) {
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temp_f2 = projectedPos.z - polygonDlist->unk_06;
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if (-(f32)meshHeader2Entry->unk_06 < projectedPos.z) {
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temp_f2 = projectedPos.z - meshHeader2Entry->unk_06;
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if (temp_f2 < play->lightCtx.fogFar) {
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spA4->unk_00 = polygonDlist;
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spA4->unk_00 = meshHeader2Entry;
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spA4->unk_04 = temp_f2;
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iter = spB4;
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if (iter == NULL) {
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@ -164,45 +162,45 @@ void func_80095D04(PlayState* play, Room* room, u32 flags) {
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}
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}
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iREG(87) = polygon2->num & 0xFFFF & 0xFFFF & 0xFFFF; // if this is real then I might not be
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iREG(87) = meshHeader2->numEntries & 0xFFFF & 0xFFFF & 0xFFFF; // if this is real then I might not be
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for (i = 1; spB4 != NULL; spB4 = spB4->unk_0C, i++) {
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Gfx* displayList;
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polygonDlist = spB4->unk_00;
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meshHeader2Entry = spB4->unk_00;
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if (iREG(86) != 0) {
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polygonDlistIter = polygonDlistFirst;
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for (j = 0; j < polygon2->num; j++, polygonDlistIter++) {
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if (polygonDlist == polygonDlistIter) {
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meshHeader2EntryIter = meshHeader2Entries;
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for (j = 0; j < meshHeader2->numEntries; j++, meshHeader2EntryIter++) {
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if (meshHeader2Entry == meshHeader2EntryIter) {
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break; // This loop does nothing?
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}
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}
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if (((iREG(86) == 1) && (iREG(89) >= i)) || ((iREG(86) == 2) && (iREG(89) == i))) {
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if (flags & 1) {
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displayList = polygonDlist->opa;
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if (flags & ROOM_DRAW_OPA) {
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displayList = meshHeader2Entry->opa;
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if (displayList != NULL) {
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gSPDisplayList(POLY_OPA_DISP++, displayList);
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}
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}
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if (flags & 2) {
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displayList = polygonDlist->xlu;
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if (flags & ROOM_DRAW_XLU) {
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displayList = meshHeader2Entry->xlu;
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if (displayList != NULL) {
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gSPDisplayList(POLY_XLU_DISP++, displayList);
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}
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}
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}
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} else {
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if (flags & 1) {
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displayList = polygonDlist->opa;
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if (flags & ROOM_DRAW_OPA) {
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displayList = meshHeader2Entry->opa;
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if (displayList != NULL) {
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gSPDisplayList(POLY_OPA_DISP++, displayList);
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}
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}
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if (flags & 2) {
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displayList = polygonDlist->xlu;
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if (flags & ROOM_DRAW_XLU) {
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displayList = meshHeader2Entry->xlu;
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if (displayList != NULL) {
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gSPDisplayList(POLY_XLU_DISP++, displayList);
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}
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@ -305,12 +303,11 @@ void func_8009638C(Gfx** displayList, void* source, void* tlut, u16 width, u16 h
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*displayList = displayListHead;
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}
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// Room Draw Polygon Type 1 - Single Format
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void func_80096680(PlayState* play, Room* room, u32 flags) {
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void Room_Draw1Single(PlayState* play, Room* room, u32 flags) {
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Camera* activeCam;
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Gfx* spA8;
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PolygonType1* polygon1;
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PolygonDlist* polygonDlist;
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MeshHeader1Single* meshHeader1Single;
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MeshHeader01Entry* meshHeader1Entry;
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u32 isFixedCamera;
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u32 drawBg;
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u32 drawOpa;
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@ -320,11 +317,11 @@ void func_80096680(PlayState* play, Room* room, u32 flags) {
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activeCam = GET_ACTIVE_CAM(play);
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isFixedCamera = (activeCam->setting == CAM_SET_PREREND_FIXED);
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polygon1 = &room->meshHeader->polygon1;
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polygonDlist = SEGMENTED_TO_VIRTUAL(polygon1->dlist);
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drawBg = (flags & 1) && isFixedCamera && polygon1->single.source && !(SREG(25) & 1);
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drawOpa = (flags & 1) && (polygonDlist->opa != NULL) && !(SREG(25) & 2);
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drawXlu = (flags & 2) && (polygonDlist->xlu != NULL) && !(SREG(25) & 4);
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meshHeader1Single = &room->meshHeader->meshHeader1Single;
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meshHeader1Entry = SEGMENTED_TO_VIRTUAL(meshHeader1Single->base.entry);
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drawBg = (flags & ROOM_DRAW_OPA) && isFixedCamera && meshHeader1Single->source && !(SREG(25) & 1);
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drawOpa = (flags & ROOM_DRAW_OPA) && (meshHeader1Entry->opa != NULL) && !(SREG(25) & 2);
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drawXlu = (flags & ROOM_DRAW_XLU) && (meshHeader1Entry->xlu != NULL) && !(SREG(25) & 4);
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if (drawOpa || drawBg) {
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gSPSegment(POLY_OPA_DISP++, 0x03, room->segment);
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@ -332,7 +329,7 @@ void func_80096680(PlayState* play, Room* room, u32 flags) {
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if (drawOpa) {
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Gfx_SetupDL_25Opa(play->state.gfxCtx);
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gSPMatrix(POLY_OPA_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD);
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gSPDisplayList(POLY_OPA_DISP++, polygonDlist->opa);
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gSPDisplayList(POLY_OPA_DISP++, meshHeader1Entry->opa);
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}
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if (drawBg) {
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@ -342,9 +339,9 @@ void func_80096680(PlayState* play, Room* room, u32 flags) {
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Vec3f sp60;
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spA8 = POLY_OPA_DISP;
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Camera_GetSkyboxOffset(&sp60, activeCam);
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func_8009638C(&spA8, polygon1->single.source, polygon1->single.tlut, polygon1->single.width,
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polygon1->single.height, polygon1->single.fmt, polygon1->single.siz,
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polygon1->single.mode0, polygon1->single.tlutCount,
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func_8009638C(&spA8, meshHeader1Single->source, meshHeader1Single->tlut, meshHeader1Single->width,
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meshHeader1Single->height, meshHeader1Single->fmt, meshHeader1Single->siz,
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meshHeader1Single->mode0, meshHeader1Single->tlutCount,
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(sp60.x + sp60.z) * 1.2f + sp60.y * 0.6f, sp60.y * 2.4f + (sp60.x + sp60.z) * 0.3f);
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POLY_OPA_DISP = spA8;
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}
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@ -357,13 +354,13 @@ void func_80096680(PlayState* play, Room* room, u32 flags) {
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gSPSegment(POLY_XLU_DISP++, 0x03, room->segment);
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Gfx_SetupDL_25Xlu(play->state.gfxCtx);
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gSPMatrix(POLY_XLU_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD);
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gSPDisplayList(POLY_XLU_DISP++, polygonDlist->xlu);
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gSPDisplayList(POLY_XLU_DISP++, meshHeader1Entry->xlu);
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}
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CLOSE_DISPS(play->state.gfxCtx, "../z_room.c", 691);
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}
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BgImage* func_80096A74(PolygonType1* polygon1, PlayState* play) {
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BgImage* func_80096A74(MeshHeader1Multi* meshHeader1Multi, PlayState* play) {
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Camera* activeCam = GET_ACTIVE_CAM(play);
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s32 camDataIdx;
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s16 camDataIdx2;
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@ -381,8 +378,8 @@ BgImage* func_80096A74(PolygonType1* polygon1, PlayState* play) {
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player = GET_PLAYER(play);
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player->actor.params = (player->actor.params & 0xFF00) | camDataIdx;
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bgImage = SEGMENTED_TO_VIRTUAL(polygon1->multi.list);
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for (i = 0; i < polygon1->multi.count; i++) {
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bgImage = SEGMENTED_TO_VIRTUAL(meshHeader1Multi->list);
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for (i = 0; i < meshHeader1Multi->count; i++) {
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if (bgImage->id == camDataIdx) {
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return bgImage;
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}
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@ -396,13 +393,12 @@ BgImage* func_80096A74(PolygonType1* polygon1, PlayState* play) {
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return NULL;
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}
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// Room Draw Polygon Type 1 - Multi Format
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void func_80096B6C(PlayState* play, Room* room, u32 flags) {
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void Room_Draw1Multi(PlayState* play, Room* room, u32 flags) {
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Camera* activeCam;
|
||||
Gfx* gfx;
|
||||
PolygonType1* polygon1;
|
||||
MeshHeader1Multi* meshHeader1Multi;
|
||||
BgImage* bgImage;
|
||||
PolygonDlist* polygonDlist;
|
||||
MeshHeader01Entry* meshHeader1Entry;
|
||||
u32 isFixedCamera;
|
||||
u32 drawBg;
|
||||
u32 drawOpa;
|
||||
|
@ -412,12 +408,12 @@ void func_80096B6C(PlayState* play, Room* room, u32 flags) {
|
|||
|
||||
activeCam = GET_ACTIVE_CAM(play);
|
||||
isFixedCamera = (activeCam->setting == CAM_SET_PREREND_FIXED);
|
||||
polygon1 = &room->meshHeader->polygon1;
|
||||
polygonDlist = SEGMENTED_TO_VIRTUAL(polygon1->dlist);
|
||||
bgImage = func_80096A74(polygon1, play);
|
||||
drawBg = (flags & 1) && isFixedCamera && bgImage->source && !(SREG(25) & 1);
|
||||
drawOpa = (flags & 1) && (polygonDlist->opa != NULL) && !(SREG(25) & 2);
|
||||
drawXlu = (flags & 2) && (polygonDlist->xlu != NULL) && !(SREG(25) & 4);
|
||||
meshHeader1Multi = &room->meshHeader->meshHeader1Multi;
|
||||
meshHeader1Entry = SEGMENTED_TO_VIRTUAL(meshHeader1Multi->base.entry);
|
||||
bgImage = func_80096A74(meshHeader1Multi, play);
|
||||
drawBg = (flags & ROOM_DRAW_OPA) && isFixedCamera && bgImage->source && !(SREG(25) & 1);
|
||||
drawOpa = (flags & ROOM_DRAW_OPA) && (meshHeader1Entry->opa != NULL) && !(SREG(25) & 2);
|
||||
drawXlu = (flags & ROOM_DRAW_XLU) && (meshHeader1Entry->xlu != NULL) && !(SREG(25) & 4);
|
||||
|
||||
if (drawOpa || drawBg) {
|
||||
gSPSegment(POLY_OPA_DISP++, 0x03, room->segment);
|
||||
|
@ -425,7 +421,7 @@ void func_80096B6C(PlayState* play, Room* room, u32 flags) {
|
|||
if (drawOpa) {
|
||||
Gfx_SetupDL_25Opa(play->state.gfxCtx);
|
||||
gSPMatrix(POLY_OPA_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD);
|
||||
gSPDisplayList(POLY_OPA_DISP++, polygonDlist->opa);
|
||||
gSPDisplayList(POLY_OPA_DISP++, meshHeader1Entry->opa);
|
||||
}
|
||||
|
||||
if (drawBg) {
|
||||
|
@ -451,20 +447,19 @@ void func_80096B6C(PlayState* play, Room* room, u32 flags) {
|
|||
gSPSegment(POLY_XLU_DISP++, 0x03, room->segment);
|
||||
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
|
||||
gSPMatrix(POLY_XLU_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD);
|
||||
gSPDisplayList(POLY_XLU_DISP++, polygonDlist->xlu);
|
||||
gSPDisplayList(POLY_XLU_DISP++, meshHeader1Entry->xlu);
|
||||
}
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx, "../z_room.c", 819);
|
||||
}
|
||||
|
||||
// Room Draw Polygon Type 1
|
||||
void func_80096F6C(PlayState* play, Room* room, u32 flags) {
|
||||
PolygonType1* polygon1 = &room->meshHeader->polygon1;
|
||||
void Room_Draw1(PlayState* play, Room* room, u32 flags) {
|
||||
MeshHeader1Base* meshHeader1Base = &room->meshHeader->meshHeader1Base;
|
||||
|
||||
if (polygon1->format == 1) {
|
||||
func_80096680(play, room, flags);
|
||||
} else if (polygon1->format == 2) {
|
||||
func_80096B6C(play, room, flags);
|
||||
if (meshHeader1Base->format == MESH_HEADER1_FORMAT_SINGLE) {
|
||||
Room_Draw1Single(play, room, flags);
|
||||
} else if (meshHeader1Base->format == MESH_HEADER1_FORMAT_MULTI) {
|
||||
Room_Draw1Multi(play, room, flags);
|
||||
} else {
|
||||
LogUtils_HungupThread("../z_room.c", 841);
|
||||
}
|
||||
|
|
|
@ -184,7 +184,7 @@ s32 Scene_ExecuteCommands(PlayState* play, SceneCmd* sceneCmd) {
|
|||
|
||||
void Scene_CommandSpawnList(PlayState* play, SceneCmd* cmd) {
|
||||
ActorEntry* linkEntry = play->linkActorEntry =
|
||||
(ActorEntry*)SEGMENTED_TO_VIRTUAL(cmd->spawnList.segment) + play->setupEntranceList[play->curSpawn].spawn;
|
||||
(ActorEntry*)SEGMENTED_TO_VIRTUAL(cmd->spawnList.data) + play->setupEntranceList[play->curSpawn].spawn;
|
||||
s16 linkObjectId;
|
||||
|
||||
play->linkAgeOnLoad = ((void)0, gSaveContext.linkAge);
|
||||
|
@ -196,8 +196,8 @@ void Scene_CommandSpawnList(PlayState* play, SceneCmd* cmd) {
|
|||
}
|
||||
|
||||
void Scene_CommandActorList(PlayState* play, SceneCmd* cmd) {
|
||||
play->numSetupActors = cmd->actorList.num;
|
||||
play->setupActorList = SEGMENTED_TO_VIRTUAL(cmd->actorList.segment);
|
||||
play->numSetupActors = cmd->actorList.length;
|
||||
play->setupActorList = SEGMENTED_TO_VIRTUAL(cmd->actorList.data);
|
||||
}
|
||||
|
||||
void Scene_CommandUnused2(PlayState* play, SceneCmd* cmd) {
|
||||
|
@ -205,7 +205,7 @@ void Scene_CommandUnused2(PlayState* play, SceneCmd* cmd) {
|
|||
}
|
||||
|
||||
void Scene_CommandCollisionHeader(PlayState* play, SceneCmd* cmd) {
|
||||
CollisionHeader* colHeader = SEGMENTED_TO_VIRTUAL(cmd->colHeader.segment);
|
||||
CollisionHeader* colHeader = SEGMENTED_TO_VIRTUAL(cmd->colHeader.data);
|
||||
|
||||
colHeader->vtxList = SEGMENTED_TO_VIRTUAL(colHeader->vtxList);
|
||||
colHeader->polyList = SEGMENTED_TO_VIRTUAL(colHeader->polyList);
|
||||
|
@ -217,12 +217,12 @@ void Scene_CommandCollisionHeader(PlayState* play, SceneCmd* cmd) {
|
|||
}
|
||||
|
||||
void Scene_CommandRoomList(PlayState* play, SceneCmd* cmd) {
|
||||
play->numRooms = cmd->roomList.num;
|
||||
play->roomList = SEGMENTED_TO_VIRTUAL(cmd->roomList.segment);
|
||||
play->numRooms = cmd->roomList.length;
|
||||
play->roomList = SEGMENTED_TO_VIRTUAL(cmd->roomList.data);
|
||||
}
|
||||
|
||||
void Scene_CommandEntranceList(PlayState* play, SceneCmd* cmd) {
|
||||
play->setupEntranceList = SEGMENTED_TO_VIRTUAL(cmd->entranceList.segment);
|
||||
play->setupEntranceList = SEGMENTED_TO_VIRTUAL(cmd->entranceList.data);
|
||||
}
|
||||
|
||||
void Scene_CommandSpecialFiles(PlayState* play, SceneCmd* cmd) {
|
||||
|
@ -244,7 +244,7 @@ void Scene_CommandRoomBehavior(PlayState* play, SceneCmd* cmd) {
|
|||
}
|
||||
|
||||
void Scene_CommandMeshHeader(PlayState* play, SceneCmd* cmd) {
|
||||
play->roomCtx.curRoom.meshHeader = SEGMENTED_TO_VIRTUAL(cmd->mesh.segment);
|
||||
play->roomCtx.curRoom.meshHeader = SEGMENTED_TO_VIRTUAL(cmd->mesh.data);
|
||||
}
|
||||
|
||||
void Scene_CommandObjectList(PlayState* play, SceneCmd* cmd) {
|
||||
|
@ -254,7 +254,7 @@ void Scene_CommandObjectList(PlayState* play, SceneCmd* cmd) {
|
|||
ObjectStatus* status;
|
||||
ObjectStatus* status2;
|
||||
ObjectStatus* firstStatus;
|
||||
s16* objectEntry = SEGMENTED_TO_VIRTUAL(cmd->objectList.segment);
|
||||
s16* objectEntry = SEGMENTED_TO_VIRTUAL(cmd->objectList.data);
|
||||
void* nextPtr;
|
||||
|
||||
k = 0;
|
||||
|
@ -281,10 +281,10 @@ void Scene_CommandObjectList(PlayState* play, SceneCmd* cmd) {
|
|||
status++;
|
||||
}
|
||||
|
||||
ASSERT(cmd->objectList.num <= OBJECT_EXCHANGE_BANK_MAX, "scene_info->object_bank.num <= OBJECT_EXCHANGE_BANK_MAX",
|
||||
"../z_scene.c", 705);
|
||||
ASSERT(cmd->objectList.length <= OBJECT_EXCHANGE_BANK_MAX,
|
||||
"scene_info->object_bank.num <= OBJECT_EXCHANGE_BANK_MAX", "../z_scene.c", 705);
|
||||
|
||||
while (k < cmd->objectList.num) {
|
||||
while (k < cmd->objectList.length) {
|
||||
nextPtr = func_800982FC(&play->objectCtx, i, *objectEntry);
|
||||
if (i < OBJECT_EXCHANGE_BANK_MAX - 1) {
|
||||
firstStatus[i + 1].segment = nextPtr;
|
||||
|
@ -299,21 +299,21 @@ void Scene_CommandObjectList(PlayState* play, SceneCmd* cmd) {
|
|||
|
||||
void Scene_CommandLightList(PlayState* play, SceneCmd* cmd) {
|
||||
s32 i;
|
||||
LightInfo* lightInfo = SEGMENTED_TO_VIRTUAL(cmd->lightList.segment);
|
||||
LightInfo* lightInfo = SEGMENTED_TO_VIRTUAL(cmd->lightList.data);
|
||||
|
||||
for (i = 0; i < cmd->lightList.num; i++) {
|
||||
for (i = 0; i < cmd->lightList.length; i++) {
|
||||
LightContext_InsertLight(play, &play->lightCtx, lightInfo);
|
||||
lightInfo++;
|
||||
}
|
||||
}
|
||||
|
||||
void Scene_CommandPathList(PlayState* play, SceneCmd* cmd) {
|
||||
play->setupPathList = SEGMENTED_TO_VIRTUAL(cmd->pathList.segment);
|
||||
play->setupPathList = SEGMENTED_TO_VIRTUAL(cmd->pathList.data);
|
||||
}
|
||||
|
||||
void Scene_CommandTransitionActorList(PlayState* play, SceneCmd* cmd) {
|
||||
play->transiActorCtx.numActors = cmd->transiActorList.num;
|
||||
play->transiActorCtx.list = SEGMENTED_TO_VIRTUAL(cmd->transiActorList.segment);
|
||||
play->transiActorCtx.numActors = cmd->transiActorList.length;
|
||||
play->transiActorCtx.list = SEGMENTED_TO_VIRTUAL(cmd->transiActorList.data);
|
||||
}
|
||||
|
||||
void TransitionActor_InitContext(GameState* state, TransitionActorContext* transiActorCtx) {
|
||||
|
@ -321,19 +321,19 @@ void TransitionActor_InitContext(GameState* state, TransitionActorContext* trans
|
|||
}
|
||||
|
||||
void Scene_CommandLightSettingsList(PlayState* play, SceneCmd* cmd) {
|
||||
play->envCtx.numLightSettings = cmd->lightSettingList.num;
|
||||
play->envCtx.lightSettingsList = SEGMENTED_TO_VIRTUAL(cmd->lightSettingList.segment);
|
||||
play->envCtx.numLightSettings = cmd->lightSettingList.length;
|
||||
play->envCtx.lightSettingsList = SEGMENTED_TO_VIRTUAL(cmd->lightSettingList.data);
|
||||
}
|
||||
|
||||
void Scene_CommandSkyboxSettings(PlayState* play, SceneCmd* cmd) {
|
||||
play->skyboxId = cmd->skyboxSettings.skyboxId;
|
||||
play->envCtx.skyboxConfig = play->envCtx.changeSkyboxNextConfig = cmd->skyboxSettings.unk_05;
|
||||
play->envCtx.lightMode = cmd->skyboxSettings.unk_06;
|
||||
play->envCtx.skyboxConfig = play->envCtx.changeSkyboxNextConfig = cmd->skyboxSettings.skyboxConfig;
|
||||
play->envCtx.lightMode = cmd->skyboxSettings.envLightMode;
|
||||
}
|
||||
|
||||
void Scene_CommandSkyboxDisables(PlayState* play, SceneCmd* cmd) {
|
||||
play->envCtx.skyboxDisabled = cmd->skyboxDisables.unk_04;
|
||||
play->envCtx.sunMoonDisabled = cmd->skyboxDisables.unk_05;
|
||||
play->envCtx.skyboxDisabled = cmd->skyboxDisables.skyboxDisabled;
|
||||
play->envCtx.sunMoonDisabled = cmd->skyboxDisables.sunMoonDisabled;
|
||||
}
|
||||
|
||||
void Scene_CommandTimeSettings(PlayState* play, SceneCmd* cmd) {
|
||||
|
@ -342,8 +342,8 @@ void Scene_CommandTimeSettings(PlayState* play, SceneCmd* cmd) {
|
|||
((cmd->timeSettings.hour + (cmd->timeSettings.min / 60.0f)) * 60.0f) / ((f32)(24 * 60) / 0x10000);
|
||||
}
|
||||
|
||||
if (cmd->timeSettings.unk_06 != 0xFF) {
|
||||
play->envCtx.sceneTimeSpeed = cmd->timeSettings.unk_06;
|
||||
if (cmd->timeSettings.timeSpeed != 0xFF) {
|
||||
play->envCtx.sceneTimeSpeed = cmd->timeSettings.timeSpeed;
|
||||
} else {
|
||||
play->envCtx.sceneTimeSpeed = 0;
|
||||
}
|
||||
|
@ -386,7 +386,7 @@ void Scene_CommandWindSettings(PlayState* play, SceneCmd* cmd) {
|
|||
}
|
||||
|
||||
void Scene_CommandExitList(PlayState* play, SceneCmd* cmd) {
|
||||
play->setupExitList = SEGMENTED_TO_VIRTUAL(cmd->exitList.segment);
|
||||
play->setupExitList = SEGMENTED_TO_VIRTUAL(cmd->exitList.data);
|
||||
}
|
||||
|
||||
void Scene_CommandUndefined9(PlayState* play, SceneCmd* cmd) {
|
||||
|
@ -414,7 +414,7 @@ void Scene_CommandAlternateHeaderList(PlayState* play, SceneCmd* cmd) {
|
|||
osSyncPrintf("\n[ZU]sceneset counter=[%X]", ((void)0, gSaveContext.sceneSetupIndex));
|
||||
|
||||
if (gSaveContext.sceneSetupIndex != 0) {
|
||||
altHeader = ((SceneCmd**)SEGMENTED_TO_VIRTUAL(cmd->altHeaders.segment))[gSaveContext.sceneSetupIndex - 1];
|
||||
altHeader = ((SceneCmd**)SEGMENTED_TO_VIRTUAL(cmd->altHeaders.data))[gSaveContext.sceneSetupIndex - 1];
|
||||
|
||||
if (1) {}
|
||||
|
||||
|
@ -426,8 +426,7 @@ void Scene_CommandAlternateHeaderList(PlayState* play, SceneCmd* cmd) {
|
|||
osSyncPrintf("\nげぼはっ! 指定されたデータがないでええっす!");
|
||||
|
||||
if (gSaveContext.sceneSetupIndex == 3) {
|
||||
altHeader =
|
||||
((SceneCmd**)SEGMENTED_TO_VIRTUAL(cmd->altHeaders.segment))[gSaveContext.sceneSetupIndex - 2];
|
||||
altHeader = ((SceneCmd**)SEGMENTED_TO_VIRTUAL(cmd->altHeaders.data))[gSaveContext.sceneSetupIndex - 2];
|
||||
|
||||
// "Using adult day data there!"
|
||||
osSyncPrintf("\nそこで、大人の昼データを使用するでええっす!!");
|
||||
|
@ -443,7 +442,7 @@ void Scene_CommandAlternateHeaderList(PlayState* play, SceneCmd* cmd) {
|
|||
|
||||
void Scene_CommandCutsceneData(PlayState* play, SceneCmd* cmd) {
|
||||
osSyncPrintf("\ngame_play->demo_play.data=[%x]", play->csCtx.segment);
|
||||
play->csCtx.segment = SEGMENTED_TO_VIRTUAL(cmd->cutsceneData.segment);
|
||||
play->csCtx.segment = SEGMENTED_TO_VIRTUAL(cmd->cutsceneData.data);
|
||||
}
|
||||
|
||||
// Camera & World Map Area
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue