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Create debug macros for common functions (#1597)
* Create debug macros for common functions * Revert NDEBUG change * MALLOCR -> MALLOC_R * DEBUG -> OOT_DEBUG * Use the same name for debug and non-debug matrix functions * Fix file/line argument order * Revert g[s]DPNoOp[Tag] * Use SystemArena_MallocDebug directly in GameAlloc_MallocDebug * MTXF_TO_MTX -> MATRIX_TO_MTX
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314 changed files with 1352 additions and 1294 deletions
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@ -2404,7 +2404,7 @@ void func_80903F38(BossGanon2* this, PlayState* play) {
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gDPPipeSync(POLY_XLU_DISP++);
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, D_80907080);
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Matrix_Translate(0.0f, 0.0f, 0.0f, MTXMODE_NEW);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon2.c", 5117),
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon2.c", 5117),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, gGanonSwordTrailDL);
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}
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@ -2427,7 +2427,7 @@ void func_80904108(BossGanon2* this, PlayState* play) {
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gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 128);
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Matrix_Translate(-200.0f, 1086.0f, -200.0f, MTXMODE_NEW);
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Matrix_Scale(0.098000005f, 0.1f, 0.098000005f, MTXMODE_APPLY);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon2.c", 5183),
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon2.c", 5183),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gGanonFireRingDL));
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Matrix_Pop();
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@ -2477,7 +2477,7 @@ void func_80904340(BossGanon2* this, PlayState* play) {
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Matrix_RotateY(M_PI, MTXMODE_APPLY);
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}
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon2.c", 5250),
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon2.c", 5250),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gGanonLightningDL));
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}
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@ -2501,7 +2501,7 @@ void func_8090464C(BossGanon2* this, PlayState* play) {
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Matrix_ReplaceRotation(&play->billboardMtxF);
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Matrix_RotateZ(-0.2f, MTXMODE_APPLY);
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Matrix_Scale(0.6f, 0.6f, 1.0f, MTXMODE_APPLY);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon2.c", 5290),
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon2.c", 5290),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gGanonTriforceDL));
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Matrix_Pop();
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@ -2579,14 +2579,14 @@ void BossGanon2_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
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if ((limbIndex == GANON_LIMB_LEFT_SWORD) || (limbIndex == GANON_LIMB_RIGHT_SWORD)) {
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Matrix_Push();
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Matrix_Scale(this->unk_224, this->unk_224, this->unk_224, MTXMODE_APPLY);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon2.c", 5522),
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gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon2.c", 5522),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_OPA_DISP++, *dList);
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Matrix_Pop();
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} else if ((limbIndex == GANON_LIMB_LEFT_HORN) || (limbIndex == GANON_LIMB_RIGHT_HORN)) {
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Matrix_Push();
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Matrix_Scale(this->unk_228, this->unk_228, this->unk_228, MTXMODE_APPLY);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon2.c", 5533),
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gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon2.c", 5533),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_OPA_DISP++, *dList);
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Matrix_Pop();
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@ -2631,7 +2631,7 @@ void func_80904D88(BossGanon2* this, PlayState* play) {
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Matrix_ReplaceRotation(&play->billboardMtxF);
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Matrix_Scale(this->unk_30C, this->unk_30C, this->unk_30C, MTXMODE_APPLY);
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Matrix_RotateZ(Rand_CenteredFloat(M_PI), MTXMODE_APPLY);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon2.c", 5618),
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon2.c", 5618),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, gGanonLightOrbModelDL);
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}
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@ -2655,11 +2655,11 @@ void func_80904FC8(BossGanon2* this, PlayState* play) {
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Matrix_ReplaceRotation(&play->billboardMtxF);
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Matrix_Scale(this->unk_384, this->unk_384, this->unk_384, MTXMODE_APPLY);
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Matrix_RotateZ(this->unk_388, MTXMODE_APPLY);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon2.c", 5661),
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon2.c", 5661),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gGanonLightOrbModelDL));
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Matrix_RotateZ(this->unk_388 * -2.0f, MTXMODE_APPLY);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon2.c", 5664),
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon2.c", 5664),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gGanonLightOrbModelDL));
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}
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@ -2695,7 +2695,7 @@ void func_8090523C(BossGanon2* this, PlayState* play) {
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Matrix_ReplaceRotation(&play->billboardMtxF);
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Matrix_Scale(200.0f * phi_f20, 200.0f * phi_f20, 1.0f, MTXMODE_APPLY);
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Matrix_RotateZ(Rand_ZeroFloat(2.0f * M_PI), MTXMODE_APPLY);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon2.c", 5721),
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon2.c", 5721),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gGanonLightOrbModelDL));
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}
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@ -2714,7 +2714,7 @@ void BossGanon2_PostLimbDraw2(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s
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if (limbIndex == GANONDORF_LIMB_JEWEL) {
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OPEN_DISPS(play->state.gfxCtx, "../z_boss_ganon2.c", 5749);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon2.c", 5752),
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon2.c", 5752),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gGanondorfEyesDL));
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@ -2742,7 +2742,7 @@ void func_80905674(BossGanon2* this, PlayState* play) {
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Matrix_RotateY(-M_PI / 4.0f, MTXMODE_APPLY);
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Matrix_Scale(0.040000003f, 0.040000003f, this->unk_380, MTXMODE_APPLY);
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Matrix_RotateX(M_PI / 2.0f, MTXMODE_APPLY);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon2.c", 5814),
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon2.c", 5814),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gGanonZeldaMagicDL));
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Matrix_Pop();
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@ -2752,7 +2752,7 @@ void func_80905674(BossGanon2* this, PlayState* play) {
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}
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void BossGanon2_Draw(Actor* thisx, PlayState* play) {
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void* shadowTexture = Graph_Alloc(play->state.gfxCtx, 4096);
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void* shadowTexture = GRAPH_ALLOC(play->state.gfxCtx, 4096);
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BossGanon2* this = (BossGanon2*)thisx;
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s16 i;
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@ -2782,7 +2782,7 @@ void BossGanon2_Draw(Actor* thisx, PlayState* play) {
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Matrix_Translate(0.0f, -4000.0f, 4000.0f, MTXMODE_APPLY);
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Matrix_RotateX(this->unk_394, MTXMODE_APPLY);
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Matrix_Translate(0.0f, 4000.0f, -4000.0f, MTXMODE_APPLY);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon2.c", 5910),
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gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon2.c", 5910),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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SkelAnime_DrawFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
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this->skelAnime.dListCount, BossGanon2_OverrideLimbDraw, BossGanon2_PostLimbDraw,
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@ -2918,7 +2918,7 @@ void BossGanon2_DrawEffects(PlayState* play) {
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Matrix_Scale(0.03f, 0.03f, 0.03f, MTXMODE_APPLY);
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Matrix_RotateY(effect->unk_38.z, MTXMODE_APPLY);
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Matrix_RotateX(effect->unk_38.y, MTXMODE_APPLY);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon2.c", 6116),
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gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon2.c", 6116),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPSegment(POLY_OPA_DISP++, 0x08,
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Gfx_TexScroll(play->state.gfxCtx, 0, 0 - (play->gameplayFrames & 0x7F), 32, 32));
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@ -2936,7 +2936,7 @@ void BossGanon2_DrawEffects(PlayState* play) {
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Matrix_Translate(effect->position.x + temp_f0, 1086.0f, (effect->position.z - 1.0f) + temp_f0, MTXMODE_NEW);
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Matrix_RotateY(angle, MTXMODE_APPLY);
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Matrix_Scale(1.0f, 0.0f, 1.0f, MTXMODE_APPLY);
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon2.c", 6155),
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon2.c", 6155),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, gGanonMasterSwordShadowDL);
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}
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@ -2955,7 +2955,7 @@ void BossGanon2_DrawEffects(PlayState* play) {
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Matrix_RotateY(effect->unk_38.z, MTXMODE_APPLY);
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Matrix_RotateX(effect->unk_38.y, MTXMODE_APPLY);
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Matrix_RotateZ(effect->unk_38.x, MTXMODE_APPLY);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon2.c", 6179),
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gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon2.c", 6179),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_OPA_DISP++, gGanonRubbleDL);
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}
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@ -3075,7 +3075,7 @@ void BossGanon2_DrawShadowTexture(void* shadowTexture, BossGanon2* this, PlaySta
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gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 0);
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Matrix_Translate(this->actor.world.pos.x, this->actor.floorHeight, this->actor.world.pos.z - 20.0f, MTXMODE_NEW);
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Matrix_Scale(1.65f, 1.0f, 1.65f, MTXMODE_APPLY);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon2.c", 6457),
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gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon2.c", 6457),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_OPA_DISP++, gGanonShadowMaterialDL);
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gDPLoadTextureBlock(POLY_OPA_DISP++, shadowTexture, G_IM_FMT_I, G_IM_SIZ_8b, 64, 64, 0, G_TX_NOMIRROR | G_TX_CLAMP,
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