mirror of
https://github.com/BanjoRecomp/BanjoRecomp
synced 2026-08-27 15:56:45 -04:00
74d041fb05
* Use the free function isntead of clearing the snow count directly. * Also initialize the queue count to 0 if re-allocated.
246 lines
9.2 KiB
C
246 lines
9.2 KiB
C
#include "patches.h"
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#include "transform_ids.h"
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#include "functions.h"
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typedef struct {
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u8 pad0[0xC];
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f32 unkC[3];
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}Struct_core2_72060_0;
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extern s32 D_80369284;
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extern s32 D_8036928C;
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extern f32 D_80381040[3];
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extern f32 D_8038104C;
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extern f32 D_80381050[3];
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extern f32 D_80381060[3];
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extern f32 D_80381070[3];
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extern f32 D_80381080[3];
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extern f32 D_8038108C;
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extern struct4Cs *D_80369280;
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extern Struct_core2_72060_0 *D_80381094;
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extern Gfx *D_80381090;
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extern BKModelBin *D_80369288;
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extern bool func_802BEF64(void);
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extern void func_802F8FFC(void);
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extern void func_8033BD20(BKModelBin **arg0);
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extern s32 globalTimer_getTime(void);
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#define SNOW_PARTICLE_COUNT_ORIGINAL 100
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#define SNOW_PARTICLE_COUNT_EXPANDED 256
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#define SNOW_SKIP_INTERPOLATION_MASK 0x8000
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u16 snowIDArray[SNOW_PARTICLE_COUNT_EXPANDED];
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u16 snowIDQueue[SNOW_PARTICLE_COUNT_EXPANDED];
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u16 snowIDQueueCount = 0;
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struct4Ds snowData[SNOW_PARTICLE_COUNT_EXPANDED];
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extern bool recomp_in_demo_playback_game_mode();
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// @recomp Patched to initialize the ID queue for snow particles.
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RECOMP_PATCH void func_802F9054(void) {
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func_802F8FFC();
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D_80369280 = (struct4Cs *)malloc(sizeof(struct4Cs));
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D_80369280->unk0[0] = D_80369280->unk0[1] = D_80369280->unk0[2] = 0.0f;
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D_80369280->unkC[0] = D_80369280->unkC[1] = D_80369280->unkC[2] = 0.0f;
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D_8036928C = 0;
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D_80369280->unk1C = snowData;
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D_80369280->unk18 = 0;
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D_80369288 = assetcache_get(0x8a1); //2D_light
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// @recomp Initialize the snow ID queue.
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snowIDQueueCount = 0;
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while (snowIDQueueCount < SNOW_PARTICLE_COUNT_EXPANDED) {
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snowIDQueue[snowIDQueueCount] = snowIDQueueCount;
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snowIDQueueCount++;
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}
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}
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// @recomp Patched to not free the vector.
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RECOMP_PATCH void func_802F8FFC(void) {
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if (D_80369280) {
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// @recomp Don't free the vector.
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// free(D_80369280->unk1C);
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func_8033BD20(&D_80369288);
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free(D_80369280);
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D_80369280 = NULL;
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D_80369284 = 0;
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}
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}
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// @recomp Patched to copy the ID when the snow particle is removed.
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RECOMP_PATCH void func_802F9134(s32 gfx) {
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// @recomp Put the deleted ID back on the queue.
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snowIDQueue[snowIDQueueCount++] = snowIDArray[gfx];
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D_80369284 = D_80369284 - 1;
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if (gfx < D_80369284) {
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// @recomp Modified to just be a regular memcpy.
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memcpy(D_80369280->unk1C + gfx, D_80369280->unk1C + D_80369284, sizeof(struct4Ds));
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// @recomp Replicates the copy on the ID array.
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snowIDArray[gfx] = snowIDArray[D_80369284];
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}
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}
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// @recomp Patched to clear the array using the free function instead.
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RECOMP_PATCH void func_802F8FF0(void) {
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// @recomp Don't just clear the count, use the free function to do it.
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// D_80369284 = 0;
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while (D_80369284 > 0) {
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func_802F9134(D_80369284 - 1);
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}
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}
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// @recomp Patched to increase the amount of snow particles, the spawn area and assign transform IDs to them.
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RECOMP_PATCH void func_802F919C(void) {
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f32 temp_f20;
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s32 sp68;
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s32 var_v1;
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s32 sp60;
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struct4Ds *sp5C;
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f32 sp58;
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f32 sp4C[3];
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f32 var_f20;
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s32 sp44;
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struct4Ds *sp40;
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if (D_80369280 != NULL) {
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if (func_802BEF64() != 0) {
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// @recomp Don't just clear the count, use the free function to do it.
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// D_80369284 = 0;
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while (D_80369284 > 0) {
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func_802F9134(D_80369284 - 1);
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}
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return;
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}
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temp_f20 = time_getDelta();
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sp60 = (globalTimer_getTime() & 1) * 2;
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player_getPosition(D_80381040);
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D_80369280->unkC[0] = D_80381040[0] - D_80369280->unk0[0];
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D_80369280->unkC[1] = D_80381040[1] - D_80369280->unk0[1];
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D_80369280->unkC[2] = D_80381040[2] - D_80369280->unk0[2];
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D_80369280->unk0[0] = D_80381040[0];
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D_80369280->unk0[1] = D_80381040[1];
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D_80369280->unk0[2] = D_80381040[2];
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D_8038104C = D_80381040[1] - 300.0f;
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for (sp68 = 0; sp68 < D_80369284; sp68++) {
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sp5C = D_80369280->unk1C + sp68;
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for (var_v1 = 0; var_v1 < 3; var_v1++) {
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sp5C->unk0[var_v1] += sp5C->unkC[var_v1] * temp_f20;
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}
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sp5C->unkC[sp60] += ((randf() * 30.0) - 15.0);
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}
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D_8036928C++;
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if (D_8036928C < D_80369284) {
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sp5C = &D_80369280[0].unk1C[D_8036928C];
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if (ml_vec3f_distance((*sp5C).unk0, D_80381040) > 1300.0f) {
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func_802F9134(D_8036928C);
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}
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}
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else {
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D_8036928C = 0;
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}
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if (D_80369280->unk18 == 1) {
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// @recomp Patched to use the count from the macro instead and spawn multiple snow particles at once.
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// This behavior must be ignored while in demo mode to not alter the RNG, as it'll affect the demo's result.
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u32 snowParticleLimit = recomp_in_demo_playback_game_mode() ? SNOW_PARTICLE_COUNT_ORIGINAL : SNOW_PARTICLE_COUNT_EXPANDED;
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u32 particlesToSpawn = recomp_in_demo_playback_game_mode() ? 1 : 2;
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while (D_80369284 < snowParticleLimit && particlesToSpawn > 0) {
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sp40 = D_80369280->unk1C + D_80369284;
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// @recomp Assign a new ID to this particle. Also mark it to skip interpolation.
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snowIDArray[D_80369284] = snowIDQueue[--snowIDQueueCount] | SNOW_SKIP_INTERPOLATION_MASK;
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particlesToSpawn--;
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D_80369284++;
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sp58 = randf2(100.0f, 1300.0f);
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sp4C[0] = 0.0f;
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sp4C[1] = randf() * 200.0f + 200.0f;
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sp4C[2] = -sp58;
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if ((D_80369280->unkC[0] * D_80369280->unkC[0] + D_80369280->unkC[1] * D_80369280->unkC[1] + D_80369280->unkC[2] * D_80369280->unkC[2]) < 25.0f) {
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var_f20 = 100.0f;
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}
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else {
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var_f20 = 70.0f;
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}
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// @recomp Use the full 360 degrees instead.
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// This behavior must be ignored while in demo mode to not alter the RNG, as it'll affect the demo's result.
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if (!recomp_in_demo_playback_game_mode()) {
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var_f20 = 180.0f;
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}
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ml_vec3f_yaw_rotate_copy(sp4C, sp4C, viewport_getYaw() + randf2(-var_f20, var_f20));
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sp4C[0] += D_80381040[0];
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sp4C[1] += D_80381040[1];
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sp4C[2] += D_80381040[2];
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if (sp58 < 650.0) {
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for (sp44 = 0; sp44 < 5 && viewport_isPointPlane_3f(sp4C[0], sp4C[1] - 10.0f, sp4C[2]); sp44++) {
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sp4C[1] += 200.0f;
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}
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}
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sp40->unk0[0] = sp4C[0];
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sp40->unk0[1] = sp4C[1];
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sp40->unk0[2] = sp4C[2];
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sp40->unkC[0] = 0.0f;
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sp40->unkC[1] = randf2(-150.0f, -50.0f);
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sp40->unkC[2] = 0.0f;
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}
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}
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}
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}
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// @recomp Patched to remove the frustum check and tag the snow particle with its assigned transform ID.
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RECOMP_PATCH bool func_802F989C(Gfx **gfx, Mtx **mtx, f32 arg2[3]) {
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D_80381070[0] = arg2[0] - D_80381050[0]; \
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D_80381070[1] = arg2[1] - D_80381050[1]; \
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D_80381070[2] = arg2[2] - D_80381050[2];
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if (((-17000.0f < D_80381070[0]) && (D_80381070[0] < 17000.0f))
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&& (arg2[1] > -200.0f)
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&& ((-17000.0f < D_80381070[2]) && (D_80381070[2] < 17000.0f))
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// @recomp Remove frustum check.
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// This behavior must be ignored while in demo mode to not alter the RNG, as it'll affect the demo's result.
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//&& viewport_func_8024DB50(arg2, D_8038108C)
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&& (!recomp_in_demo_playback_game_mode() || viewport_func_8024DB50(arg2, D_8038108C))
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) {
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func_80251B5C(D_80381070[0], D_80381070[1], D_80381070[2]);
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mlMtxApply(*mtx);
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mlMtx_apply_vec3f_restricted(&D_80381080, D_80381094->unkC);
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func_80251B5C(D_80381080[0], D_80381080[1], D_80381080[2]);
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mlMtx_rotate_yaw_deg(D_80381060[1]);
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mlMtx_rotate_pitch_deg(D_80381060[0]);
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func_80252A38(-(D_80381094->unkC[0]), -(D_80381094->unkC[1]), -(D_80381094->unkC[2]));
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mlMtxApply(*mtx);
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// @recomp Set a matrix group before drawing the snow particle. If the interpolation skip bit is enabled as the snow particle was just
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// created, do not interpolate and clear the bit instead.
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s32 snowIndex = (struct struct_4D_s *)(arg2)-D_80369280->unk1C;
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u32 snowId = SNOW_TRANSFORM_ID_START + snowIDArray[snowIndex];
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if (snowIDArray[snowIndex] & SNOW_SKIP_INTERPOLATION_MASK) {
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gEXMatrixGroupSkipAll((*gfx)++, snowId, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
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snowIDArray[snowIndex] ^= SNOW_SKIP_INTERPOLATION_MASK;
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}
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else {
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gEXMatrixGroupSimpleNormal((*gfx)++, snowId, G_EX_PUSH, G_MTX_MODELVIEW, G_EX_EDIT_NONE);
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}
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gSPMatrix((*gfx)++, (*mtx)++, G_MTX_PUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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// @recomp Remove unnecessary usage of osVirtualToPhysical to allow extended addresses.
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gSPDisplayList((*gfx)++, /*osVirtualToPhysical*/(D_80381090));
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gSPPopMatrix((*gfx)++, G_MTX_MODELVIEW);
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// @recomp Clear the matrix group.
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gEXPopMatrixGroup((*gfx)++, G_MTX_MODELVIEW);
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return TRUE;
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}
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return FALSE;
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} |