mirror of
https://github.com/HarbourMasters/Starship
synced 2026-09-04 11:11:31 -04:00
name remaining files, fix some fake matches (#245)
* splits * split and migrate * readwrite const * format
This commit is contained in:
@@ -1,6 +1,12 @@
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#include "global.h"
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void func_800846F0(FrameBuffer* arg0) {
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/*
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* File: fox_blur.c
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* System: Blur
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* Description: Some unused blurring code.
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*/
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void func_blur_800846F0(FrameBuffer* arg0) {
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s32 i;
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s32 j;
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u16* var_v0;
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@@ -1,6 +1,6 @@
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#include "global.h"
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#include "fox_A4290_colheaders.c"
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#include "fox_colheaders.c"
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bool func_col2_800A36FC(Vec3f* objPos, Vec3f* colliderPos, CollisionHeader2* colHeader, Vec3f* hitDataOut);
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bool func_col2_800A3A74(Vec3f* point, Vec3f** tri, Vec3f* normOut);
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+62
-80
@@ -199,63 +199,66 @@ void Game_InitFullViewport(void) {
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}
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void Game_InitViewport(Gfx** dList, u8 camCount, u8 camIndex) {
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if ((camCount != 1) && (camCount == 4)) {
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switch (camIndex) {
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case 0:
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gViewport->vp.vscale[0] = SCREEN_WIDTH * (gVsViewScale - 1.0f) * 2;
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gViewport->vp.vscale[1] = SCREEN_HEIGHT * (gVsViewScale - 1.0f) * 2;
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gViewport->vp.vscale[2] = G_MAXZ / 2;
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gViewport->vp.vscale[3] = 0;
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gViewport->vp.vtrans[0] = SCREEN_WIDTH * (2.0f - gVsViewScale) * 2;
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gViewport->vp.vtrans[1] = SCREEN_HEIGHT * (2.0f - gVsViewScale) * 2;
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gViewport->vp.vtrans[2] = G_MAXZ / 2;
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gViewport->vp.vtrans[3] = 0;
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gDPSetScissor((*dList)++, G_SC_NON_INTERLACE, SCREEN_MARGIN, SCREEN_MARGIN, SCREEN_WIDTH / 2,
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SCREEN_HEIGHT / 2);
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break;
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case 1:
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gViewport->vp.vscale[0] = SCREEN_WIDTH * (gVsViewScale - 1.0f) * 2;
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gViewport->vp.vscale[1] = SCREEN_HEIGHT * (gVsViewScale - 1.0f) * 2;
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gViewport->vp.vscale[2] = G_MAXZ / 2;
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gViewport->vp.vscale[3] = 0;
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gViewport->vp.vtrans[0] = SCREEN_WIDTH * gVsViewScale * 2;
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gViewport->vp.vtrans[1] = SCREEN_HEIGHT * (2.0f - gVsViewScale) * 2;
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gViewport->vp.vtrans[2] = G_MAXZ / 2;
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gViewport->vp.vtrans[3] = 0;
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gDPSetScissor((*dList)++, G_SC_NON_INTERLACE, SCREEN_WIDTH / 2, SCREEN_MARGIN,
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SCREEN_WIDTH - SCREEN_MARGIN, SCREEN_HEIGHT / 2);
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break;
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case 2:
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gViewport->vp.vscale[0] = SCREEN_WIDTH * (gVsViewScale - 1.0f) * 2;
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gViewport->vp.vscale[1] = SCREEN_HEIGHT * (gVsViewScale - 1.0f) * 2;
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gViewport->vp.vscale[2] = G_MAXZ / 2;
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gViewport->vp.vscale[3] = 0;
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gViewport->vp.vtrans[0] = SCREEN_WIDTH * (2.0f - gVsViewScale) * 2;
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gViewport->vp.vtrans[1] = SCREEN_HEIGHT * gVsViewScale * 2;
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gViewport->vp.vtrans[2] = G_MAXZ / 2;
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gViewport->vp.vtrans[3] = 0;
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gDPSetScissor((*dList)++, G_SC_NON_INTERLACE, SCREEN_MARGIN, SCREEN_HEIGHT / 2, SCREEN_WIDTH / 2,
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SCREEN_HEIGHT - SCREEN_MARGIN);
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break;
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case 3:
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gViewport->vp.vscale[0] = SCREEN_WIDTH * (gVsViewScale - 1.0f) * 2;
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gViewport->vp.vscale[1] = SCREEN_HEIGHT * (gVsViewScale - 1.0f) * 2;
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gViewport->vp.vscale[2] = G_MAXZ / 2;
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gViewport->vp.vscale[3] = 0;
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gViewport->vp.vtrans[0] = SCREEN_WIDTH * gVsViewScale * 2;
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gViewport->vp.vtrans[1] = SCREEN_HEIGHT * gVsViewScale * 2;
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gViewport->vp.vtrans[2] = G_MAXZ / 2;
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gViewport->vp.vtrans[3] = 0;
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gDPSetScissor((*dList)++, G_SC_NON_INTERLACE, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2,
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SCREEN_WIDTH - SCREEN_MARGIN, SCREEN_HEIGHT - SCREEN_MARGIN);
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break;
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default:
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Game_InitFullViewport();
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break;
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}
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} else {
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Game_InitFullViewport();
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if (1) {}
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switch (camCount) {
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case 4:
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switch (camIndex) {
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case 0:
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gViewport->vp.vscale[0] = SCREEN_WIDTH * (gVsViewScale - 1.0f) * 2;
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gViewport->vp.vscale[1] = SCREEN_HEIGHT * (gVsViewScale - 1.0f) * 2;
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gViewport->vp.vscale[2] = G_MAXZ / 2;
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gViewport->vp.vscale[3] = 0;
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gViewport->vp.vtrans[0] = SCREEN_WIDTH * (2.0f - gVsViewScale) * 2;
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gViewport->vp.vtrans[1] = SCREEN_HEIGHT * (2.0f - gVsViewScale) * 2;
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gViewport->vp.vtrans[2] = G_MAXZ / 2;
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gViewport->vp.vtrans[3] = 0;
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gDPSetScissor((*dList)++, G_SC_NON_INTERLACE, SCREEN_MARGIN, SCREEN_MARGIN, SCREEN_WIDTH / 2,
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SCREEN_HEIGHT / 2);
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break;
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case 1:
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gViewport->vp.vscale[0] = SCREEN_WIDTH * (gVsViewScale - 1.0f) * 2;
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gViewport->vp.vscale[1] = SCREEN_HEIGHT * (gVsViewScale - 1.0f) * 2;
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gViewport->vp.vscale[2] = G_MAXZ / 2;
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gViewport->vp.vscale[3] = 0;
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gViewport->vp.vtrans[0] = SCREEN_WIDTH * gVsViewScale * 2;
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gViewport->vp.vtrans[1] = SCREEN_HEIGHT * (2.0f - gVsViewScale) * 2;
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gViewport->vp.vtrans[2] = G_MAXZ / 2;
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gViewport->vp.vtrans[3] = 0;
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gDPSetScissor((*dList)++, G_SC_NON_INTERLACE, SCREEN_WIDTH / 2, SCREEN_MARGIN,
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SCREEN_WIDTH - SCREEN_MARGIN, SCREEN_HEIGHT / 2);
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break;
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case 2:
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gViewport->vp.vscale[0] = SCREEN_WIDTH * (gVsViewScale - 1.0f) * 2;
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gViewport->vp.vscale[1] = SCREEN_HEIGHT * (gVsViewScale - 1.0f) * 2;
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gViewport->vp.vscale[2] = G_MAXZ / 2;
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gViewport->vp.vscale[3] = 0;
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gViewport->vp.vtrans[0] = SCREEN_WIDTH * (2.0f - gVsViewScale) * 2;
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gViewport->vp.vtrans[1] = SCREEN_HEIGHT * gVsViewScale * 2;
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gViewport->vp.vtrans[2] = G_MAXZ / 2;
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gViewport->vp.vtrans[3] = 0;
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gDPSetScissor((*dList)++, G_SC_NON_INTERLACE, SCREEN_MARGIN, SCREEN_HEIGHT / 2, SCREEN_WIDTH / 2,
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SCREEN_HEIGHT - SCREEN_MARGIN);
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break;
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case 3:
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gViewport->vp.vscale[0] = SCREEN_WIDTH * (gVsViewScale - 1.0f) * 2;
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gViewport->vp.vscale[1] = SCREEN_HEIGHT * (gVsViewScale - 1.0f) * 2;
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gViewport->vp.vscale[2] = G_MAXZ / 2;
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gViewport->vp.vscale[3] = 0;
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gViewport->vp.vtrans[0] = SCREEN_WIDTH * gVsViewScale * 2;
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gViewport->vp.vtrans[1] = SCREEN_HEIGHT * gVsViewScale * 2;
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gViewport->vp.vtrans[2] = G_MAXZ / 2;
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gViewport->vp.vtrans[3] = 0;
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gDPSetScissor((*dList)++, G_SC_NON_INTERLACE, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2,
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SCREEN_WIDTH - SCREEN_MARGIN, SCREEN_HEIGHT - SCREEN_MARGIN);
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break;
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default:
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Game_InitFullViewport();
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break;
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}
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break;
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case 1:
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default:
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Game_InitFullViewport();
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break;
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}
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gSPViewport((*dList)++, gViewport++);
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}
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@@ -289,7 +292,7 @@ void Game_Draw(s32 playerNum) {
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break;
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case DRAW_UNK_7:
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gPlayerNum = playerNum;
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func_800A3CA0();
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func_pause_800A3CA0();
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break;
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case DRAW_ENDING:
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Background_DrawStarfield();
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@@ -570,28 +573,7 @@ void Game_Update(void) {
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}
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Wipe_Draw(WIPE_CIRCULAR, gCircleWipeFrame);
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// {
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// static mode = 0;
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// if(gControllerPress[gMainController].button & L_TRIG) {
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// mode = 1 - mode;
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// }
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// if(gControllerHold[gMainController].button & L_TRIG) {
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// if(mode) {
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// gCircleWipeFrame++;
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// } else {
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// gCircleWipeFrame--;
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// }
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// if(gCircleWipeFrame > 41) {
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// gCircleWipeFrame = 41;
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// } else if (gCircleWipeFrame < 0) {
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// gCircleWipeFrame = 0;
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// }
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// }
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// RCP_SetupDL(&gMasterDisp, 0x53);
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// gDPSetPrimColor(gMasterDisp++, 0, 0, 255, 255, 0, 255);
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// Graphics_Printf("FADE PROGRESS: %d", gCircleWipeFrame);
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// Graphics_DisplaySmallText(14, 9, 1.0f, 1.0f, D_801619A0);
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// }
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if (!partialFill) {
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Graphics_FillRectangle(&gMasterDisp, 0, 0, SCREEN_WIDTH - 1, SCREEN_HEIGHT - 1, gFillScreenRed,
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gFillScreenGreen, gFillScreenBlue, gFillScreenAlpha);
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@@ -1,6 +1,12 @@
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#include "global.h"
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void func_800A3CA0(void) {
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/*
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* File: fox_pause.c
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* System: Pause
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* Description: Some unused pause code.
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*/
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void func_pause_800A3CA0(void) {
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Matrix_Push(&gGfxMatrix);
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Matrix_LookAt(gGfxMatrix, gCsCamEyeX, gCsCamEyeY, gCsCamEyeZ, gCsCamAtX, gCsCamAtY, gCsCamAtZ, 0.0f, 1.0f, 0.0f,
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MTXF_APPLY);
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@@ -9,10 +15,11 @@ void func_800A3CA0(void) {
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Matrix_RotateX(gGfxMatrix, gControllerPress[gPlayerNum].stick_y * M_DTOR, MTXF_APPLY);
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Matrix_SetGfxMtx(&gMasterDisp);
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RCP_SetupDL_23();
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// Missing DList
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Matrix_Pop(&gGfxMatrix);
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}
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void func_800A3E00(void) {
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void func_pause_800A3E00(void) {
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switch (D_ctx_80177868) {
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case 0:
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if (gNextGameStateTimer == 0) {
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