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Merge branch 'master' into doc_pause_menu

This commit is contained in:
Dragorn421 2023-09-20 21:50:15 +02:00
commit d43613694c
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GPG key ID: 381AEBAF3D429335
188 changed files with 4328 additions and 3791 deletions

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@ -8,7 +8,7 @@ Input* D_8012D1F8 = NULL;
TransitionTile sTransitionTile;
s32 gTransitionTileState;
VisMono D_80161498;
VisMono sPlayVisMono;
Color_RGBA8_u32 gVisMonoColor;
FaultClient D_801614B8;
s16 sTransitionFillTimer;
@ -199,7 +199,7 @@ void Play_Destroy(GameState* thisx) {
Letterbox_Destroy();
TransitionFade_Destroy(&this->transitionFadeFlash);
VisMono_Destroy(&D_80161498);
VisMono_Destroy(&sPlayVisMono);
if (gSaveContext.save.linkAge != this->linkAgeOnLoad) {
Inventory_SwapAgeEquipment();
@ -390,7 +390,7 @@ void Play_Init(GameState* thisx) {
TransitionFade_SetType(&this->transitionFadeFlash, TRANS_INSTANCE_TYPE_FADE_FLASH);
TransitionFade_SetColor(&this->transitionFadeFlash, RGBA8(160, 160, 160, 255));
TransitionFade_Start(&this->transitionFadeFlash);
VisMono_Init(&D_80161498);
VisMono_Init(&sPlayVisMono);
gVisMonoColor.a = 0;
CutsceneFlags_UnsetAll(this);
@ -482,8 +482,8 @@ void Play_Update(PlayState* this) {
ActorOverlayTable_LogPrint();
}
gSegments[4] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
gSegments[5] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
gSegments[4] = VIRTUAL_TO_PHYSICAL(this->objectCtx.slots[this->objectCtx.mainKeepSlot].segment);
gSegments[5] = VIRTUAL_TO_PHYSICAL(this->objectCtx.slots[this->objectCtx.subKeepSlot].segment);
gSegments[2] = VIRTUAL_TO_PHYSICAL(this->sceneSegment);
if (FrameAdvance_Update(&this->frameAdvCtx, &input[1])) {
@ -855,7 +855,7 @@ void Play_Update(PlayState* this) {
AnimationContext_Reset(&this->animationCtx);
PLAY_LOG(3561);
Object_UpdateBank(&this->objectCtx);
Object_UpdateEntries(&this->objectCtx);
PLAY_LOG(3577);
@ -1035,21 +1035,21 @@ void Play_Draw(PlayState* this) {
OPEN_DISPS(gfxCtx, "../z_play.c", 3907);
gSegments[4] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
gSegments[5] = VIRTUAL_TO_PHYSICAL(this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
gSegments[4] = VIRTUAL_TO_PHYSICAL(this->objectCtx.slots[this->objectCtx.mainKeepSlot].segment);
gSegments[5] = VIRTUAL_TO_PHYSICAL(this->objectCtx.slots[this->objectCtx.subKeepSlot].segment);
gSegments[2] = VIRTUAL_TO_PHYSICAL(this->sceneSegment);
gSPSegment(POLY_OPA_DISP++, 0x00, NULL);
gSPSegment(POLY_XLU_DISP++, 0x00, NULL);
gSPSegment(OVERLAY_DISP++, 0x00, NULL);
gSPSegment(POLY_OPA_DISP++, 0x04, this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
gSPSegment(POLY_XLU_DISP++, 0x04, this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
gSPSegment(OVERLAY_DISP++, 0x04, this->objectCtx.status[this->objectCtx.mainKeepIndex].segment);
gSPSegment(POLY_OPA_DISP++, 0x04, this->objectCtx.slots[this->objectCtx.mainKeepSlot].segment);
gSPSegment(POLY_XLU_DISP++, 0x04, this->objectCtx.slots[this->objectCtx.mainKeepSlot].segment);
gSPSegment(OVERLAY_DISP++, 0x04, this->objectCtx.slots[this->objectCtx.mainKeepSlot].segment);
gSPSegment(POLY_OPA_DISP++, 0x05, this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
gSPSegment(POLY_XLU_DISP++, 0x05, this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
gSPSegment(OVERLAY_DISP++, 0x05, this->objectCtx.status[this->objectCtx.subKeepIndex].segment);
gSPSegment(POLY_OPA_DISP++, 0x05, this->objectCtx.slots[this->objectCtx.subKeepSlot].segment);
gSPSegment(POLY_XLU_DISP++, 0x05, this->objectCtx.slots[this->objectCtx.subKeepSlot].segment);
gSPSegment(OVERLAY_DISP++, 0x05, this->objectCtx.slots[this->objectCtx.subKeepSlot].segment);
gSPSegment(POLY_OPA_DISP++, 0x02, this->sceneSegment);
gSPSegment(POLY_XLU_DISP++, 0x02, this->sceneSegment);
@ -1103,8 +1103,8 @@ void Play_Draw(PlayState* this) {
TransitionFade_Draw(&this->transitionFadeFlash, &gfxP);
if (gVisMonoColor.a > 0) {
D_80161498.primColor.rgba = gVisMonoColor.rgba;
VisMono_Draw(&D_80161498, &gfxP);
sPlayVisMono.vis.primColor.rgba = gVisMonoColor.rgba;
VisMono_Draw(&sPlayVisMono, &gfxP);
}
gSPEndDisplayList(gfxP++);
@ -1434,7 +1434,7 @@ void Play_InitScene(PlayState* this, s32 spawn) {
this->numActorEntries = 0;
Object_InitBank(this, &this->objectCtx);
Object_InitContext(this, &this->objectCtx);
LightContext_Init(this, &this->lightCtx);
TransitionActor_InitContext(&this->state, &this->transiActorCtx);
func_80096FD4(this, &this->roomCtx.curRoom);