mirror of
https://github.com/HarbourMasters/Shipwright
synced 2026-08-14 04:52:19 -04:00
Merge pull request #936 from briaguya-ai/develop-zhora
zhora -> rando-next
This commit is contained in:
@@ -1028,7 +1028,7 @@ s8 D_80131870 = 0;
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u8 D_80131874 = 0;
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u8 D_80131878 = 0;
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u8 D_8013187C = 0;
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u8 D_80131880 = 0;
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u8 sOcarinaDropInputTimer = 0;
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OcarinaNote sPierresSong[108] = {
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{ 0xFF, 0, 0, 0, 0, 0, 0 },
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@@ -1550,9 +1550,11 @@ void func_800ED458(s32 arg0) {
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u32 phi_v1_2;
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bool dpad = CVar_GetS32("gDpadOcarinaText", 0);
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if (D_80130F3C != 0 && D_80131880 != 0) {
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D_80131880--;
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return;
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if (D_80130F3C != 0 && sOcarinaDropInputTimer != 0) {
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sOcarinaDropInputTimer--;
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if (!CVar_GetS32("gDpadNoDropOcarinaInput", 0)) {
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return;
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}
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}
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if ((D_8016BA10 == 0) ||
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@@ -2057,7 +2059,7 @@ void func_800EE6F4(void) {
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}
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if ((D_80130F3C != 0) && (sPrevOcarinaNoteVal != sCurOcarinaBtnVal)) {
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D_80131880 = 1;
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sOcarinaDropInputTimer = 1;
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}
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sPrevOcarinaNoteVal = sCurOcarinaBtnVal;
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@@ -2110,7 +2112,7 @@ void func_800EE930(void) {
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sRecordingStaff.noteIdx = OCARINA_NOTE_INVALID;
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sRecordingStaff.state = 0xFF;
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sRecordingStaff.pos = 0;
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D_80131880 = 0;
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sOcarinaDropInputTimer = 0;
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}
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f32 D_80131C8C = 0.0f;
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+34
-18
@@ -996,6 +996,7 @@ void EnItem00_Draw(Actor* thisx, GlobalContext* globalCtx) {
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this->actor.shape.shadowScale = 0.3f;
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this->actor.world.rot.x = 0x4000;
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GetItem_Draw(globalCtx, GID_RUPEE_PURPLE);
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break;
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} else {
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Actor_SetScale(&this->actor, 0.03f);
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this->actor.shape.shadowScale = 6.0f;
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@@ -1231,27 +1232,40 @@ void EnItem00_CustomItemsParticles(Actor* Parent, GlobalContext* globalCtx, s16
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case GI_PRELUDE_OF_LIGHT:
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color_slot = 5;
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break;
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case GI_STICK_UPGRADE_20:
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case GI_STICK_UPGRADE_30:
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color_slot = 6;
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break;
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case GI_NUT_UPGRADE_30:
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case GI_NUT_UPGRADE_40:
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color_slot = 7;
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break;
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}
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s16* colors[7][3] = {
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{ 34, 255, 76 }, // Minuet and Magic Upgrades Colors
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{ 177, 35, 35 }, // Bolero and Double Defense Colors
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{ 115, 251, 253 }, // Serenade Color
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{ 177, 122, 35 }, // Requiem Color
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{ 177, 28, 212 }, // Nocturne Color
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{ 255, 255, 92 }, // Prelude Color
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{ 255, 255, 255} // White Color placeholder
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s16* colors[9][3] = {
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{ 34, 255, 76 }, // Minuet and Magic Upgrades Colors
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{ 177, 35, 35 }, // Bolero and Double Defense Colors
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{ 115, 251, 253 }, // Serenade Color
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{ 177, 122, 35 }, // Requiem Color
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{ 177, 28, 212 }, // Nocturne Color
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{ 255, 255, 92 }, // Prelude Color
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{ 31, 152, 49 }, // Stick Upgrade Color
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{ 222, 182, 20 }, // Nut Upgrade Color
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{ 255, 255, 255 } // White Color placeholder
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};
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s16* colorsEnv[7][3] = {
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{ 30, 110, 30 }, // Minuet and Magic Upgrades Colors
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{ 90, 10, 10 }, // Bolero and Double Defense Colors
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{ 35, 35, 177 }, // Serenade Color
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{ 70, 20, 10 }, // Requiem Color
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{ 100, 20, 140 }, // Nocturne Color
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{ 100, 100, 10 }, // Prelude Color
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{ 154, 154, 154 } // White Color placeholder
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s16* colorsEnv[9][3] = {
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{ 30, 110, 30 }, // Minuet and Magic Upgrades Colors
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{ 90, 10, 10 }, // Bolero and Double Defense Colors
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{ 35, 35, 177 }, // Serenade Color
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{ 70, 20, 10 }, // Requiem Color
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{ 100, 20, 140 }, // Nocturne Color
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{ 100, 100, 10 }, // Prelude Color
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{ 5, 50, 10 }, // Stick Upgrade Color
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{ 150, 100, 5 }, // Nut Upgrade Color
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{ 154, 154, 154 } // White Color placeholder
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};
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static Vec3f velocity = { 0.0f, 0.2f, 0.0f };
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static Vec3f accel = { 0.0f, 0.05f, 0.0f };
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Color_RGBA8 primColor = { colors[color_slot][0], colors[color_slot][1], colors[color_slot][2], 0 };
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@@ -1304,7 +1318,8 @@ void EnItem00_DrawCollectible(EnItem00* this, GlobalContext* globalCtx) {
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f32 mtxScale = 16.0f;
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Matrix_Scale(mtxScale, mtxScale, mtxScale, MTXMODE_APPLY);
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s32 randoGetItemId = Randomizer_GetRandomizedItemId(this->getItemId, this->actor.id, this->ogParams, globalCtx->sceneNum);
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if (randoGetItemId >= GI_MINUET_OF_FOREST && randoGetItemId <= GI_DOUBLE_DEFENSE) {
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if ((randoGetItemId >= GI_MINUET_OF_FOREST && randoGetItemId <= GI_DOUBLE_DEFENSE) ||
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(randoGetItemId >= GI_STICK_UPGRADE_20 && randoGetItemId <= GI_NUT_UPGRADE_40)) {
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EnItem00_CustomItemsParticles(&this->actor, globalCtx, randoGetItemId);
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}
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GetItem_Draw(globalCtx, Randomizer_GetItemModelFromId(randoGetItemId));
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@@ -1364,7 +1379,8 @@ void EnItem00_DrawHeartPiece(EnItem00* this, GlobalContext* globalCtx) {
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f32 mtxScale = 16.0f;
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Matrix_Scale(mtxScale, mtxScale, mtxScale, MTXMODE_APPLY);
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s32 randoGetItemId = Randomizer_GetRandomizedItemId(GI_HEART_PIECE, this->actor.id, this->ogParams, globalCtx->sceneNum);
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if (randoGetItemId >= GI_MINUET_OF_FOREST && randoGetItemId <= GI_DOUBLE_DEFENSE) {
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if ((randoGetItemId >= GI_MINUET_OF_FOREST && randoGetItemId <= GI_DOUBLE_DEFENSE) ||
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(randoGetItemId >= GI_STICK_UPGRADE_20 && randoGetItemId <= GI_NUT_UPGRADE_40)) {
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EnItem00_CustomItemsParticles(&this->actor, globalCtx, randoGetItemId);
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}
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GetItem_Draw(globalCtx, Randomizer_GetItemModelFromId(randoGetItemId));
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@@ -713,6 +713,11 @@ void Minimap_Draw(GlobalContext* globalCtx) {
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OPEN_DISPS(globalCtx->state.gfxCtx);
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// If any of these CVars are enabled, disable toggling the minimap with L, unless gEnableMapToggle is set
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bool enableMapToggle =
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!(CVar_GetS32("gDebugEnabled", 0) || CVar_GetS32("gMoonJumpOnL", 0) || CVar_GetS32("gTurboOnL", 0)) ||
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CVar_GetS32("gEnableMapToggle", 0);
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if (globalCtx->pauseCtx.state < 4) {
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//Minimap margins
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s16 X_Margins_Minimap;
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@@ -781,7 +786,7 @@ void Minimap_Draw(GlobalContext* globalCtx) {
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}
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}
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if (CHECK_BTN_ALL(globalCtx->state.input[0].press.button, BTN_L) && !Gameplay_InCsMode(globalCtx)) {
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if (CHECK_BTN_ALL(globalCtx->state.input[0].press.button, BTN_L) && !Gameplay_InCsMode(globalCtx) && enableMapToggle) {
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osSyncPrintf("Game_play_demo_mode_check=%d\n", Gameplay_InCsMode(globalCtx));
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// clang-format off
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if (!R_MINIMAP_DISABLED) { Audio_PlaySoundGeneral(NA_SE_SY_CAMERA_ZOOM_UP, &D_801333D4, 4,
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@@ -948,7 +953,7 @@ void Minimap_Draw(GlobalContext* globalCtx) {
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Minimap_DrawCompassIcons(globalCtx); // Draw icons for the player spawn and current position
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}
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if (CHECK_BTN_ALL(globalCtx->state.input[0].press.button, BTN_L) && !Gameplay_InCsMode(globalCtx)) {
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if (CHECK_BTN_ALL(globalCtx->state.input[0].press.button, BTN_L) && !Gameplay_InCsMode(globalCtx) && enableMapToggle) {
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// clang-format off
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if (!R_MINIMAP_DISABLED) { Audio_PlaySoundGeneral(NA_SE_SY_CAMERA_ZOOM_UP, &D_801333D4, 4,
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&D_801333E0, &D_801333E0, &D_801333E8); }
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@@ -763,7 +763,7 @@ void func_8008F470(GlobalContext* globalCtx, void** skeleton, Vec3s* jointTable,
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color->r = CVar_GetS32("gTunic_Zora_R", sTunicColors[PLAYER_TUNIC_ZORA].r);
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color->g = CVar_GetS32("gTunic_Zora_G", sTunicColors[PLAYER_TUNIC_ZORA].g);
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color->b = CVar_GetS32("gTunic_Zora_B", sTunicColors[PLAYER_TUNIC_ZORA].b);
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} else if (!CVar_GetS32("gUseTunicsCol",0)){
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} else if (!CVar_GetS32("gUseTunicsCol",0)) {
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if (tunic >= 3) {
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color->r = sOriginalTunicColors[0].r;
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color->g = sOriginalTunicColors[0].g;
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@@ -1673,7 +1673,7 @@ void func_8009214C(GlobalContext* globalCtx, u8* segment, SkelAnime* skelAnime,
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Vec3s* srcTable;
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s32 i;
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bool canswitchrnd = false;
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s16 SelectedMode = CVar_GetS32("gPauseLiveLink", 1);
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s16 SelectedMode = CVar_GetS32("gPauseLiveLink", 0);
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MinFrameCount = CVar_GetS32("gMinFrameCount", 200);
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gSegments[4] = VIRTUAL_TO_PHYSICAL(segment + 0x3800);
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@@ -1699,7 +1699,7 @@ void func_8009214C(GlobalContext* globalCtx, u8* segment, SkelAnime* skelAnime,
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};
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s16 AnimArraySize = ARRAY_COUNT(PauseMenuAnimSet);
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if (CVar_GetS32("gPauseLiveLink", !0) || CVar_GetS32("gPauseTriforce", 0)) {
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if (CVar_GetS32("gPauseLiveLink", 0) || CVar_GetS32("gPauseTriforce", 0)) {
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uintptr_t anim = 0; // Initialise anim
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if (CUR_EQUIP_VALUE(EQUIP_SWORD) >= 3) {
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@@ -1712,7 +1712,6 @@ void func_8009214C(GlobalContext* globalCtx, u8* segment, SkelAnime* skelAnime,
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// Link is idle so revert to 0
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EquipedStance = 0;
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}
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if (SelectedMode == 16) {
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// Apply Random function
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s16 SwitchAtFrame = 0;
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@@ -1749,6 +1748,89 @@ void func_8009214C(GlobalContext* globalCtx, u8* segment, SkelAnime* skelAnime,
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anim = PauseMenuAnimSet[SelectedAnim][EquipedStance];
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}
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FrameCountSinceLastAnim++;
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} else if (SelectedMode == 17) {
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// Apply Random function
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s16 SwitchAtFrame = 0;
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s16 CurAnimDuration = 0;
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s16 LastAnim;
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if (FrameCountSinceLastAnim == 0) {
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// When opening Kaleido this will be passed one time
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SelectedAnim = (rand() % (6 - 1 + 1)) + 1;
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if (SelectedAnim == 0) {
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// prevent loading 0 that would result to a crash.
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SelectedAnim = 1;
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}
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} else if (FrameCountSinceLastAnim >= 1) {
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SwitchAtFrame = Animation_GetLastFrame(PauseMenuAnimSet[SelectedAnim][EquipedStance]);
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CurAnimDuration = Animation_GetLastFrame(PauseMenuAnimSet[SelectedAnim][EquipedStance]);
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if (SwitchAtFrame < MinFrameCount) {
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// Animation frame count is lower than minimal wait time then we wait for another round.
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// This will be looped to always add current animation time if that still lower than minimum time
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while (SwitchAtFrame < MinFrameCount) {
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SwitchAtFrame = SwitchAtFrame + CurAnimDuration;
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}
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} else if (CurAnimDuration >= MinFrameCount) {
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// Since we have more (or same) animation time than min duration we set the wait time to animation
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// time.
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SwitchAtFrame = CurAnimDuration;
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}
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if (FrameCountSinceLastAnim >= SwitchAtFrame) {
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LastAnim = SelectedAnim;
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if (LastAnim==1) {
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if ((CUR_EQUIP_VALUE(EQUIP_SWORD)!=PLAYER_SWORD_NONE) && (CUR_EQUIP_VALUE(EQUIP_SHIELD)!= PLAYER_SHIELD_NONE)) { // if the player has a sword and shield equipped
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if ((LINK_AGE_IN_YEARS == YEARS_ADULT) || (CUR_EQUIP_VALUE(EQUIP_SHIELD) == PLAYER_SHIELD_DEKU)) { // if he's an adult or a kid with the deku shield
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SelectedAnim = (rand() % (6 - 2 + 1)) + 2; // select any 5 animations that aren't the default standing anim
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} else { //else if he's a child with a shield that isn't the deku shield
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s16 randval = (rand() % (5 - 2 + 1)) + 2; // 4 animations
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if (randval==4) { //if its the shield anim
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SelectedAnim==6; // set to yawn anim
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} else {
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SelectedAnim=randval;
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}
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}
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} else if ((CUR_EQUIP_VALUE(EQUIP_SWORD) != PLAYER_SWORD_NONE) && (CUR_EQUIP_VALUE(EQUIP_SHIELD)==PLAYER_SHIELD_NONE)) { // if the player has a sword equipped but no shield
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s16 randval = (rand() % (5 - 2 + 1)) + 2; // 4 animations
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if (randval==4) { //if its the shield anim
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SelectedAnim==6; // set to yawn anim
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} else {
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SelectedAnim=randval;
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}
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} else if ((CUR_EQUIP_VALUE(EQUIP_SWORD) == PLAYER_SWORD_NONE) && (CUR_EQUIP_VALUE(EQUIP_SHIELD)!=PLAYER_SHIELD_NONE)) { //if the player has a shield equipped but no sword
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if ((LINK_AGE_IN_YEARS == YEARS_ADULT) || (CUR_EQUIP_VALUE(EQUIP_SHIELD) == PLAYER_SHIELD_DEKU)) {// if he's an adult or a kid with the deku shield
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s16 randval = (rand() % (5 - 2 + 1)) + 2; // 4 animations
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if (randval==5) { //if its the sword anim
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SelectedAnim==6; // set to yawn anim
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} else {
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SelectedAnim=randval;
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}
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} else {
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s16 randval = (rand() % (4 - 2 + 1)) + 2; // 3 animations
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if (randval==4) { //if its the shield anim
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SelectedAnim==6; // set to yawn anim
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} else {
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SelectedAnim=randval;
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}
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}
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} else if ((CUR_EQUIP_VALUE(EQUIP_SWORD) == PLAYER_SWORD_NONE) && (CUR_EQUIP_VALUE(EQUIP_SHIELD)==PLAYER_SHIELD_NONE)) { // if the player has no sword or shield equipped
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s16 randval = (rand() % (4 - 2 + 1)) + 2; // 3 animations
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if (randval==4) { //if its the shield anim
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SelectedAnim==6; // set to yawn anim
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} else {
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SelectedAnim=randval;
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}
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}
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} else {
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SelectedAnim = 1;
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}
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if (SelectedAnim == 0) {
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// prevent loading 0 that would result to a crash. Also makes sure default idle is every other anim
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SelectedAnim = 1;
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}
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FrameCountSinceLastAnim = 1;
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}
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anim = PauseMenuAnimSet[SelectedAnim][EquipedStance];
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}
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FrameCountSinceLastAnim++;
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} else if (SelectedMode == 15) {
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// When opening Kaleido this will be passed one time
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if (FrameCountSinceLastAnim < 1) {
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