mirror of
https://github.com/HarbourMasters/SpaghettiKart
synced 2026-07-31 08:16:27 -04:00
Impl new intro (#193)
* Update menus
* Update CMakeLists.txt
* Add Ship
* Impl hm ship actors
* Update HM course
* Impl new intro
* Finish intro scene
* Rename
* Start Editor Work
* raycast works
* Fix ScreenRayTrace in widescreen
* Basic Actor Picking
* wip
* Editor use vtx collision
* gizmo work
* otr works for object picking
* Impl objects for editor
* actor init
* Update
* Add all axis move (freemove)
* Docking Windows works here
* Setup imgui layout for editor
* Editor Snap to Ground works
* Basic Scene Explorer Works
* Editor get actor names
* Impl editor object names
* impl Editor Play and Pause buttons
* Editor translate works while paused
* Fix freecam lighting
* Added adjustable track properties to editor
* Editor matrix, icons, rotation, impl light
* Setup Track Properties 1
* Editor tooling wip
* Load modded o2rs
* Don't enable hud if editor is enabled
* Updates
* SceneManager nearly working
* Fix mario kart 64 intro logo sizing
* Fix Rotator
* Finish new matrix translation code
* Cleanup headers
* Cleanup
* Cleanup 2
* Cleanup 3
* Prevent divize by zero crash
* Add visible circle for translate in all axis
* Editor scaling/rot works properly now
* Scale All_Axis evenly
* Fixes to includes to work on Linux.
* Removed overfilled arguments in gfx_create_framebuffer()
* Added missing function definitions to Game.h
* Editor sun face the camera
* Add rotation model to gizmo
* Add new handles
* Failed attempt at transforming collision
* Impl water volume
* Import fast64 paths
* water surface
* Scene Setup 1
* Custom Track O2R almost working needs testing
* Custom Track Load path O2r
* Render custom track. Wip collision
* Add missing function
* Debug Spawning Custom O2R Track
* Import courses working now
* Fix memory leak
* Remove New Track Button
* Engine.cpp more consistent with sf64
* Fix Editor Enable Button
* Editor Accurate mouse click drag objects
* Editor selects closest object and cleanup
* Gizmo rot and scale collision working
* Remove constexpr from IRotator
* Impl properties for location/rot/scale
* Better Properties display, swap rot handles
* Fix content browser dock and editor now disabled by default
* Remove GameInfoWindow, Multiplayer Button, and FPS Slider
* Disable Editor when its disabled
* Add new logo to hm intro
* Fix pause menu item box cursor
* Remove minimap from Course::from_json and to_json
* Impl Import Minimap
* Fix custom minimap rendering
* minimap uses extension .png
* Refactor minimap
* Freecam only for player 1
* GrandPrix Balloons work in custom track
* Track Id is now std::string and outside of Props
* Moved editor assets to be included in ship.o2r
* Fixed GenerateO2R to package the correct folder and save to the correct filename
* Linux specific changes.
* Added "#include <stdio.h>" that required them
* Changed how the "ship.o2r" file is loaded to allow it to load the file from within appimages.
* Changed the Linuxdeploy version to avoid errors later when the Github Actions creates appimages(same fix applied to other ports.)
* Revert "Moved editor assets to be included in ship.o2r"
This reverts commit 05704c01f7.
* Added back files(this time without LUS changes)
* Changed workflow file to use correct filename for assets file.
* Missed a few spots in the workflow file.
* Added .desktop file and made corrections to the main workflow.
* Added the rest of upstream CMakeLists.txt
* disabled USE_NETWORKING
* New InverseMatrix
* Renamed both .o2r files to be more accurate to its contents.
* Reverted CmakeList.txt
---------
Co-authored-by: MegaMech <7255464+MegaMech@users.noreply.github.com>
Co-authored-by: sitton76 <58642183+sitton76@users.noreply.github.com>
This commit is contained in:
+92
-16
@@ -28,7 +28,7 @@
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#include "engine/courses/BigDonut.h"
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#include "engine/courses/Harbour.h"
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#include "engine/courses/TestCourse.h"
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#include "engine/actors/AFinishline.h"
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#include "engine/actors/Finishline.h"
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#include "engine/courses/PodiumCeremony.h"
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@@ -43,6 +43,12 @@
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#include "Smoke.h"
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#include "engine/HM_Intro.h"
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#include "engine/editor/Editor.h"
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#include "engine/editor/EditorMath.h"
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#include "engine/editor/SceneManager.h"
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extern "C" {
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#include "main.h"
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#include "audio/load.h"
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@@ -95,6 +101,10 @@ Cup* gBattleCup;
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ModelLoader gModelLoader;
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HarbourMastersIntro gMenuIntro;
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Editor::Editor gEditor;
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s32 gTrophyIndex = NULL;
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void CustomEngineInit() {
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@@ -190,6 +200,26 @@ void CustomEngineInit() {
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extern "C" {
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void HM_InitIntro() {
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gMenuIntro.HM_InitIntro();
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}
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void HM_TickIntro() {
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gMenuIntro.HM_TickIntro();
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}
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void HM_DrawIntro() {
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gMenuIntro.HM_DrawIntro();
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}
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void CM_SpawnFromLevelProps() {
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// Spawning actors needs to be delayed to the correct time.
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// And loadlevel needs to happen asap
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//Editor::LoadLevel(nullptr);
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// Editor::SpawnFromLevelProps();
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}
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World* GetWorld(void) {
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return &gWorldInstance;
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}
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@@ -324,7 +354,9 @@ void CM_RenderCourse(struct UnkStruct_800DC5EC* arg0) {
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if (gWorldInstance.CurrentCourse->IsMod() == false) {
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if ((CVarGetInteger("gFreecam", 0) == true)) {
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// Render credits courses
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func_8029569C();
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//gSPClearGeometryMode(gDisplayListHead++, G_LIGHTING);
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//gSPSetGeometryMode(gDisplayListHead++, G_SHADE | G_CULL_BACK | G_SHADING_SMOOTH);
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render_credits();
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return;
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}
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}
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@@ -353,16 +385,21 @@ void CM_DrawActors(Camera* camera, struct Actor* actor) {
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}
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}
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void CM_DrawStaticMeshActors() {
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gWorldInstance.DrawStaticMeshActors();
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}
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void CM_BeginPlay() {
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Course* course = gWorldInstance.CurrentCourse;
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if (course) {
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// Do not spawn finishline in credits or battle mode. And if bSpawnFinishline.
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if ((gGamestate != CREDITS_SEQUENCE) && (gGamestate != BATTLE) && (course->bSpawnFinishline)) {
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gWorldInstance.AddActor(new AFinishline(course->FinishlineSpawnPoint));
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}
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gEditor.AddLight("Sun", nullptr, D_800DC610[1].l->l.dir);
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course->BeginPlay();
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}
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}
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@@ -387,6 +424,18 @@ void CM_DrawObjects(s32 cameraId) {
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}
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}
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void CM_TickEditor() {
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gEditor.Tick();
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}
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void CM_DrawEditor() {
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gEditor.Draw();
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}
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void CM_Editor_SetLevelDimensions(s16 minX, s16 maxX, s16 minZ, s16 maxZ, s16 minY, s16 maxY) {
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gEditor.SetLevelDimensions(minX, maxX, minZ, maxZ, minY, maxY);
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}
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void CM_TickParticles() {
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if (gWorldInstance.CurrentCourse) {
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gWorldInstance.TickParticles();
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@@ -434,12 +483,6 @@ void CM_SomeCollisionThing(Player* player, Vec3f arg1, Vec3f arg2, Vec3f arg3, f
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}
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}
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void CM_MinimapSettings() {
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if (gWorldInstance.CurrentCourse) {
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gWorldInstance.CurrentCourse->MinimapSettings();
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}
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}
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void CM_InitCourseObjects() {
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if (gWorldInstance.CurrentCourse) {
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gWorldInstance.CurrentCourse->InitCourseObjects();
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@@ -485,12 +528,6 @@ void CM_WhatDoesThisDoAI(Player* player, int8_t playerId) {
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}
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}
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void CM_MinimapFinishlinePosition() {
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if (gWorldInstance.CurrentCourse) {
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gWorldInstance.CurrentCourse->MinimapFinishlinePosition();
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}
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}
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void CM_SetStaffGhost() {
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if (gWorldInstance.CurrentCourse) {
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gWorldInstance.CurrentCourse->SetStaffGhost();
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@@ -625,17 +662,50 @@ void CM_DeleteActor(size_t index) {
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* Clean up actors and other game objects.
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*/
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void CM_CleanWorld(void) {
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World* world = &gWorldInstance;
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for (auto& actor : world->Actors) {
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delete actor;
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}
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for (auto& object : world->Objects) {
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delete object;
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}
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for (auto& emitter : world->Emitters) {
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delete emitter;
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}
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for (auto& actor : world->StaticMeshActors) {
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delete actor;
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}
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gEditor.ClearObjects();
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gWorldInstance.Actors.clear();
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gWorldInstance.StaticMeshActors.clear();
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gWorldInstance.Objects.clear();
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gWorldInstance.Emitters.clear();
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gWorldInstance.Lakitus.clear();
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gWorldInstance.Reset();
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}
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struct Actor* CM_AddBaseActor(void) {
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struct Actor* CM_AddBaseActor() {
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return (struct Actor*) gWorldInstance.AddBaseActor();
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}
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void CM_AddEditorObject(struct Actor* actor, const char* name) {
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gWorldInstance.AddEditorObject(actor, name);
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}
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void Editor_AddLight(s8* direction) {
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static size_t i = 0;
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gEditor.AddLight(("Light "+std::to_string(i)).c_str(), nullptr, direction);
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i += 1;
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}
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void Editor_ClearMatrix() {
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gEditor.ClearMatrixPool();
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}
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size_t CM_GetActorSize() {
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return gWorldInstance.Actors.size();
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}
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@@ -648,6 +718,11 @@ void CM_ActorCollision(Player* player, Actor* actor) {
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}
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}
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f32 CM_GetWaterLevel(Vec3f pos, Collision* collision) {
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FVector fPos = {pos[0], pos[1], pos[2]};
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return gWorldInstance.CurrentCourse->GetWaterLevel(fPos, collision);
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}
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void* GetMarioRaceway(void) {
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return gMarioRaceway;
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}
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@@ -789,6 +864,7 @@ extern "C"
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}
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thread5_game_loop();
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gEditor.Load();
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while (WindowIsRunning()) {
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push_frame();
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}
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