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EnHoll
docs (door-less transition between rooms) (#1419)
* some EnHoll cleanup * some more EnHoll cleanup * even more EnHoll cleanup * EnHoll docs * `enHollFillAlpha` -> `bgCoverAlpha` * Dl -> DL * one temp: action -> type * Move static data out of `EnHoll_HorizontalVisibleNarrow` * "fade" -> "bgcover" * spread sentence over several lines * tweak comments formatting Co-authored-by: fig02 <fig02srl@gmail.com>
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5 changed files with 308 additions and 188 deletions
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@ -370,7 +370,7 @@ void Play_Init(GameState* thisx) {
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this->state.destroy = Play_Destroy;
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this->transitionTrigger = TRANS_TRIGGER_END;
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this->unk_11E16 = 0xFF;
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this->unk_11E18 = 0;
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this->bgCoverAlpha = 0;
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this->haltAllActors = false;
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if (gSaveContext.gameMode != GAMEMODE_TITLE_SCREEN) {
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@ -1207,7 +1207,7 @@ void Play_Draw(PlayState* this) {
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}
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if ((R_HREG_MODE != HREG_MODE_PLAY) || (R_PLAY_DRAW_ROOM_FLAGS != 0)) {
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Environment_FillScreen(gfxCtx, 0, 0, 0, this->unk_11E18, FILL_SCREEN_OPA);
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Environment_FillScreen(gfxCtx, 0, 0, 0, this->bgCoverAlpha, FILL_SCREEN_OPA);
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}
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if ((R_HREG_MODE != HREG_MODE_PLAY) || R_PLAY_DRAW_ACTORS) {
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@ -607,10 +607,10 @@ s32 func_8009728C(PlayState* play, RoomContext* roomCtx, s32 roomNum) {
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&roomCtx->loadQueue, NULL, "../z_room.c", 1036);
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roomCtx->unk_30 ^= 1;
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return 1;
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return true;
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}
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return 0;
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return false;
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}
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s32 func_800973FC(PlayState* play, RoomContext* roomCtx) {
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