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Name Actor_DrawAll (#2464)
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3 changed files with 16 additions and 3 deletions
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@ -850,7 +850,7 @@ void Actor_DisableLens(struct PlayState* play);
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void Actor_InitContext(struct PlayState* play, ActorContext* actorCtx, struct ActorEntry* playerEntry);
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void Actor_UpdateAll(struct PlayState* play, ActorContext* actorCtx);
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s32 Actor_CullingVolumeTest(struct PlayState* play, Actor* actor, Vec3f* projPos, f32 projW);
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void func_800315AC(struct PlayState* play, ActorContext* actorCtx);
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void Actor_DrawAll(struct PlayState* play, ActorContext* actorCtx);
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void Actor_KillAllWithMissingObject(struct PlayState* play, ActorContext* actorCtx);
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void func_80031B14(struct PlayState* play, ActorContext* actorCtx);
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void func_80031C3C(ActorContext* actorCtx, struct PlayState* play);
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@ -2835,7 +2835,20 @@ s32 Actor_CullingVolumeTest(PlayState* play, Actor* actor, Vec3f* projPos, f32 p
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return false;
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}
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void func_800315AC(PlayState* play, ActorContext* actorCtx) {
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/**
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* Iterates through all category lists to draw every actor.
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*
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* In addition to actors, this function also draws:
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* - Effects
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* - EffectSs
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* - Title Cards
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* - Farores Wind Pointer
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* - Light glow
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* - Actor Collision (debug only)
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*
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* Note: If an actor is made visible by Lens of Truth, it will be drawn by `Actor_DrawLensActors` instead.
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*/
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void Actor_DrawAll(PlayState* play, ActorContext* actorCtx) {
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s32 invisibleActorCounter;
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Actor* invisibleActors[INVISIBLE_ACTOR_MAX];
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ActorListEntry* actorListEntry;
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@ -1294,7 +1294,7 @@ void Play_Draw(PlayState* this) {
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}
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if (!DEBUG_FEATURES || (R_HREG_MODE != HREG_MODE_PLAY) || R_PLAY_DRAW_ACTORS) {
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func_800315AC(this, &this->actorCtx);
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Actor_DrawAll(this, &this->actorCtx);
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}
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if (!DEBUG_FEATURES || (R_HREG_MODE != HREG_MODE_PLAY) || R_PLAY_DRAW_LENS_FLARES) {
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