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z_lights.c OK (#343)
* rename some structs * changes * rename stuff and start a func * progress * progress * progress * remove unwanted file * progress * match last few funcs * done, i think * small changes * match Lights_Draw (thanks krim) * comments * cleanup * most pr suggestions * name changes * rename
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111 changed files with 614 additions and 1244 deletions
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@ -1071,7 +1071,7 @@ void Gameplay_DrawOverlayElements(GlobalContext* globalCtx) {
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// regalloc, stack usage and minor ordering differences
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void Gameplay_Draw(GlobalContext* globalCtx) {
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GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
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LightMapper* sp228;
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Lights* sp228;
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Vec3f sp21C;
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OPEN_DISPS(gfxCtx, "../z_play.c", 3907);
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@ -1208,9 +1208,9 @@ void Gameplay_Draw(GlobalContext* globalCtx) {
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}
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if ((HREG(80) != 10) || (HREG(90) & 8)) {
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sp228 = Lights_CreateMapper(&globalCtx->lightCtx, gfxCtx);
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func_8007A474(sp228, globalCtx->lightCtx.lightsHead, 0);
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func_80079EFC(sp228, gfxCtx);
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sp228 = LightContext_NewLights(&globalCtx->lightCtx, gfxCtx);
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Lights_BindAll(sp228, globalCtx->lightCtx.listHead, NULL);
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Lights_Draw(sp228, gfxCtx);
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}
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if ((HREG(80) != 10) || (HREG(84) != 0)) {
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@ -1467,7 +1467,7 @@ void Gameplay_InitScene(GlobalContext* globalCtx, s32 spawn) {
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globalCtx->setupPathList = NULL;
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globalCtx->nbSetupActors = 0;
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Object_InitBank(globalCtx, &globalCtx->objectCtx);
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func_8007A614(globalCtx, &globalCtx->lightCtx);
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LightContext_Init(globalCtx, &globalCtx->lightCtx);
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func_80098CBC(globalCtx, &globalCtx->nbTransitionActors);
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func_80096FD4(globalCtx, &globalCtx->roomCtx.curRoom);
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YREG(15) = 0;
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