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https://github.com/TwilitRealm/dusklight
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A few f_pc files (#26)
* f_pc_base, one non matching * some of f_pc_manager * f_pc_node OK * f_pc_pause partly * started node_req * more progress * most of node req * delete unused asm * node req header and param names * param renaming * header for manager * review comment struct names * fpcM_Management OK * int -> s32 * merge master * most of f_pc_create_iter * f_pc_stdcreate_req OK * f_pc_fstcreate OK * f_pc_leaf OK * f_pc_draw OK * f_pc_deletor partly * fix parameter type in f_pc_pause * review * review, use cPh enum and fix process_profile_definition struct * convert f_pc files to C * matched more functions * fix global.h * fix variable types * format * mpre Phs enum * fix merge errors * fix gamepad stopPatternedRumble * format * delete leftover files from merge * move asm to correct folder * revert f_pc from C to CPP * remove C hacks and format * format * OK
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@@ -4,15 +4,15 @@
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extern "C" {
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int fpcLyIt_OnlyHere(layer_class* pLayer, cNdIt_MethodFunc pFunc, void* pUserData) {
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s32 fpcLyIt_OnlyHere(layer_class* pLayer, cNdIt_MethodFunc pFunc, void* pUserData) {
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layer_iter lIter;
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lIter.mpFunc = pFunc;
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lIter.mpUserData = pUserData;
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return cTrIt_Method(&pLayer->mNodeListTree, (cNdIt_MethodFunc)cTgIt_MethodCall, &lIter);
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}
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int fpcLyIt_OnlyHereLY(layer_class* pLayer, cNdIt_MethodFunc pFunc, void* pUserData) {
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int result;
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s32 fpcLyIt_OnlyHereLY(layer_class* pLayer, cNdIt_MethodFunc pFunc, void* pUserData) {
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s32 result;
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layer_class* currentLayer = fpcLy_CurrentLayer();
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fpcLy_SetCurrentLayer(pLayer);
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result = fpcLyIt_OnlyHere(pLayer, pFunc, pUserData);
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@@ -29,10 +29,11 @@ void* fpcLyIt_Judge(layer_class* pLayer, cNdIt_MethodFunc pFunc, void* pUserData
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void* fpcLyIt_AllJudge(cNdIt_MethodFunc pFunc, void* pUserData) {
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layer_iter lIter;
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layer_class* current;
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lIter.mpFunc = pFunc;
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lIter.mpUserData = pUserData;
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layer_class* current = fpcLy_RootLayer();
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current = fpcLy_RootLayer();
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while (current != NULL) {
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void* result =
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cTrIt_Judge(¤t->mNodeListTree, (cNdIt_JudgeFunc)cTgIt_JudgeFilter, &lIter);
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