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Make Gamestates use thisx for entry point functions (#437)
* fix colliderinit typo * fix initchain * reloc * thisx * sample * review * forgot sample main
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7 changed files with 74 additions and 54 deletions
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@ -146,8 +146,8 @@ Gfx* func_800BC8A0(GlobalContext* globalCtx, Gfx* gfx) {
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globalCtx->lightCtx.unk_0A, 1000);
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}
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void Gameplay_Destroy(GlobalContext* globalCtx) {
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s32 pad;
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void Gameplay_Destroy(GameState* thisx) {
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GlobalContext* globalCtx = (GlobalContext*)thisx;
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Player* player = PLAYER;
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globalCtx->state.gfxCtx->callback = NULL;
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@ -191,7 +191,8 @@ void Gameplay_Destroy(GlobalContext* globalCtx) {
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#ifdef NON_MATCHING
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// regalloc and stack usage differences
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// also missing some extra duplicated instructions
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void Gameplay_Init(GlobalContext* globalCtx) {
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void Gameplay_Init(GameState* thisx) {
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GlobalContext* globalCtx = (GlobalContext*)thisx;
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GraphicsContext* gfxCtx;
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void* zAlloc; // 0x84
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void* zAllocAligned;
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@ -1329,7 +1330,9 @@ void Gameplay_Draw(GlobalContext* globalCtx) {
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/Gameplay_Draw.s")
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#endif
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void Gameplay_Main(GlobalContext* globalCtx) {
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void Gameplay_Main(GameState* thisx) {
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GlobalContext* globalCtx = (GlobalContext*)thisx;
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D_8012D1F8 = &globalCtx->state.input[0];
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DebugDisplay_Init();
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