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Match retail BSS ordering (#1927)
* Match retail BSS ordering * Revert moving some global variables to headers * Adjust block numbers after header changes * Fix debug build * Overlay bss ordering * Fix BSS ordering after header changes * gc-eu-mq OK * Implement preprocessor for #pragma increment_block_number * Transfer usage comment from reencode.sh * Use temporary directory instead of temporary file * Move ColChkMassType back
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25 changed files with 224 additions and 165 deletions
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@ -8,6 +8,9 @@
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#include "assets/objects/gameplay_dangeon_keep/gameplay_dangeon_keep.h"
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#include "assets/objects/object_bdoor/object_bdoor.h"
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// For retail BSS ordering, the block number of sCurCeilingPoly
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// must be between 2 and 243 inclusive.
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static CollisionPoly* sCurCeilingPoly;
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static s32 sCurCeilingBgId;
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@ -1894,7 +1897,9 @@ s32 func_8002F9EC(PlayState* play, Actor* actor, CollisionPoly* poly, s32 bgId,
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return false;
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}
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// Local data used for Farore's Wind light (stored in BSS, possibly a struct?)
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#pragma increment_block_number 22
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// Local data used for Farore's Wind light (stored in BSS)
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LightInfo D_8015BC00;
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LightNode* D_8015BC10;
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s32 D_8015BC14;
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