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Move PlayState
to a new z64play.h
(#1966)
* ActorContext * frameadvance * SfxSource * GameOverContext * RoomContext * TransitionActorContext * fix bss * Move PlayState * Move play functions to new header * SAC_ENABLE * no longer needed * SAC_ENABLE again * z_demo being silly * comment * format headers * fix retail bss * actually fix bss * Cutscene_ProcessScript comment * bss again * Update src/code/z_demo.c Co-authored-by: cadmic <cadmic24@gmail.com> * rename to frame_advance and remove it from z64.h * move macros too * review * Rename SequenceContext to SceneSequences --------- Co-authored-by: cadmic <cadmic24@gmail.com>
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32 changed files with 443 additions and 329 deletions
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@ -2,6 +2,8 @@
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#include "quake.h"
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#include "terminal.h"
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#include "z64frame_advance.h"
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#if OOT_DEBUG
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void* gDebugCutsceneScript = NULL;
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UNK_TYPE D_8012D1F4 = 0; // unused
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@ -451,8 +453,8 @@ void Play_Init(GameState* thisx) {
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Interface_SetSceneRestrictions(this);
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Environment_PlaySceneSequence(this);
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gSaveContext.seqId = this->sequenceCtx.seqId;
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gSaveContext.natureAmbienceId = this->sequenceCtx.natureAmbienceId;
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gSaveContext.seqId = this->sceneSequences.seqId;
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gSaveContext.natureAmbienceId = this->sceneSequences.natureAmbienceId;
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func_8002DF18(this, GET_PLAYER(this));
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AnimTaskQueue_Update(this, &this->animTaskQueue);
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gSaveContext.respawnFlag = 0;
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