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Cleanup z_lifemeter (#552)
* z_lifemeter cleanup finished, one non-matching * made Health_UpdateData a bit better, nowhere near matching still * lifemeter done for now * fixed define issue * improve z_lifemeter, still doesn't match * z_lifemeter done * Rename functions * Add files via upload * Update Health_Update.s * fix missing symbols in asm file * Update Health_Update.s * Update Health_Update.s * fixed stuff * Add files via upload * Delete Health_Update.s * Rename things according to Roman's suggestions * lifemeter done hopefully * fix unused asm that for some reason didn't merge * fix feedback * compiles right now Co-authored-by: Zelllll <elijah@DESKTOP-NMP1I89.localdomain>
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bda5b83346
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10 changed files with 305 additions and 253 deletions
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@ -3082,7 +3082,7 @@ void Interface_Draw(GlobalContext* globalCtx) {
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if (pauseCtx->flag == 0) {
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Interface_InitVertices(globalCtx);
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func_8008A994(interfaceCtx);
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Health_Draw(globalCtx);
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HealthMeter_Draw(globalCtx);
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func_80094520(globalCtx->state.gfxCtx);
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@ -4035,7 +4035,7 @@ void Interface_Update(GlobalContext* globalCtx) {
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}
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}
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Health_HandleCriticalAlarm(globalCtx);
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HealthMeter_HandleCriticalAlarm(globalCtx);
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D_80125A58 = func_8008F2F8(globalCtx);
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if (D_80125A58 == 1) {
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@ -4048,7 +4048,7 @@ void Interface_Update(GlobalContext* globalCtx) {
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}
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}
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Health_UpdateData(globalCtx);
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HealthMeter_Update(globalCtx);
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if ((gSaveContext.timer1State >= 3) && (globalCtx->pauseCtx.state == 0) && (globalCtx->pauseCtx.flag == 0) &&
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(msgCtx->msgMode == 0) && !(player->stateFlags2 & 0x01000000) && (globalCtx->sceneLoadFlag == 0) &&
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