mirror of
https://github.com/TwilitRealm/dusklight
synced 2026-08-15 04:02:50 -04:00
Merge decomp/main into dusk
Merges 44 upstream commits from zeldaret/tp decomp/main. Conflict resolutions: - .github/workflows/build.yml: keep deleted (not needed for PC port) - README.md: keep PC port README - J3DAnimation.h: keep OFFSET_PTR macro + add upstream forward decl - J3DModelLoader.h: keep BE(u32) mBlockNum + add field_0x1c - d_com_inf_game.h: keep PC port inlines + add upstream declarations - global.h: keep MULTI_CHAR macro + add FABSF macro - JUTConsole.cpp: keep uintptr_t cast for 64-bit - JUTDbPrint.cpp: keep PC enter_() helper + add cstring include - JUTResFont.cpp: take upstream loop/struct improvements with BE types - JUTCacheFont.cpp: take upstream decomp fix - float.h: use upstream !PLATFORM_GCN guard - d_a_npc_bouS/theB.cpp: keep MULTI_CHAR() for PC portability - d_a_npc_henna.cpp: keep uintptr_t + use upstream var name - d_demo.cpp: keep near_/far_ field renames for PC - d_resorce.cpp: keep uintptr_t + fix var name to res - d_s_room.cpp, m_Do_graphic.cpp: keep dusk includes + add cstring - m_Do_main.cpp: keep JHIComPortManager + use JAS_GLOBAL_INSTANCE_INIT - angle_utils.h: remove redundant types.h include
This commit is contained in:
+12
-12
@@ -22,10 +22,10 @@ daE_FB_HIO_c::daE_FB_HIO_c() {
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maximum_rotation_width = 0x300;
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minimum_turning_range = 0x10;
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rotation_width_stairs = 120;
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color_register_1r = 0x87;
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color_register_1g = 0x96;
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color_register_1b = 0x91;
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color_register_1a = 0xB6;
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color_register_1r = 135;
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color_register_1g = 150;
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color_register_1b = 145;
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color_register_1a = 182;
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maximum_rotation_width_2 = 120;
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}
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@@ -159,18 +159,18 @@ int daE_FB_c::draw() {
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cStack_44.set(player->current.pos);
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cStack_44.y += 100.0f;
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GXColor local_48;
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local_48.r = 0x82;
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local_48.g = 0xff;
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local_48.b = 0x82;
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local_48.a = 0xfa;
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local_48.r = 130;
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local_48.g = 255;
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local_48.b = 130;
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local_48.a = 250;
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dDbVw_drawLineXlu(attention_info.position, cStack_44, local_48, 1, 0xc);
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}
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#endif
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GXTexObj* tex_obj = dDlst_shadowControl_c::getSimpleTex();
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mShadowKey =
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dComIfGd_setShadow(mShadowKey, 1, model, &my_vec, BREG_F(19) + 1300.0f, 0.0f, current.pos.y,
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mObjAcch.GetGroundH(), mObjAcch.m_gnd, &tevStr, 0, 1.0f, tex_obj);
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mObjAcch.GetGroundH(), mObjAcch.m_gnd, &tevStr, 0, 1.0f,
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dDlst_shadowControl_c::getSimpleTex());
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return 1;
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}
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@@ -293,14 +293,14 @@ bool daE_FB_c::search_check() {
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if (fopAcM_searchPlayerDistance(this) <= l_HIO.player_detection_range) {
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if (!field_0x69c) {
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mRotation = fopAcM_searchPlayerAngleY(this);
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field_0x69c = 0x1E;
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field_0x69c = 30;
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field_0x696 = 0;
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}
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retval = true;
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} else if (mActionMode != 1 && !field_0x69c) {
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mRotation = home.angle.y;
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field_0x69c = 0x1E;
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field_0x69c = 30;
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field_0x696 = 0;
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}
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