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Doc room drawing (#1283)
* (wip) some doc on room draw2
* doc room_draw2
* do what can be done for `func_80095AA0`
* wip
* more cleanup around Room_DrawBackground2D
* format"
* commit to naming things
* move forward declarations of draw handlers to draw handlers array
* two z_room regs
* `R_MESH2_` -> `R_ROOM_CULL_`
* offset -> quakeOffset
* kb -> kB
* Improve cull mesh type doc
* `Sphere16` MeshHeaderCullEntry.bounds
* Revert "`Sphere16` MeshHeaderCullEntry.bounds" (ZAPD...)
This reverts commit cbe55e8090
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* Mesh header type: "cull" -> "cullable"
* Reword some Cullable doc
Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com>
* `boundsSphere*` for now for the can't-be-`Sphere16 bounds`
* Improve the PrerenderMulti bgCamInfo usage situation
* Comment on `overrideBgCamIndex`
* "are left" -> "remain"
* enum and defines for room draw debug regs
* drawBg -> drawBackground
* "mesh header all" -> "mesh header normal" 🤷
* array_count back to define
* Name some temps a lot less specifically
* "mesh header" -> "room shape"
* "Room shape prerender" -> "Room shape image"
* `ROOM_SHAPE_IMAGE_FORMAT_` -> `ROOM_SHAPE_IMAGE_AMOUNT_`
* `RoomShapeImageMultiBackgroundEntry` -> `RoomShapeImageMultiBgEntry`
* Remove references to "header" (old "mesh header" name)
* Axe variable names
Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com>
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11 changed files with 380 additions and 309 deletions
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@ -1731,8 +1731,8 @@ void Play_TriggerRespawn(PlayState* this) {
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s32 Play_CamIsNotFixed(PlayState* this) {
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// SCENE_CAM_TYPE_FIXED_SHOP_VIEWPOINT was probably intended to be in this condition,
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// but the scene mesh header handles all shop cases regardless
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return (this->roomCtx.curRoom.meshHeader->base.type != MESH_HEADER_TYPE_1) &&
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// but the room shape type check handles all shop cases regardless
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return (this->roomCtx.curRoom.roomShape->base.type != ROOM_SHAPE_TYPE_IMAGE) &&
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(R_SCENE_CAM_TYPE != SCENE_CAM_TYPE_FIXED_TOGGLE_VIEWPOINT) && (R_SCENE_CAM_TYPE != SCENE_CAM_TYPE_FIXED) &&
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(R_SCENE_CAM_TYPE != SCENE_CAM_TYPE_FIXED_MARKET) && (this->sceneId != SCENE_HAIRAL_NIWA);
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}
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