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https://github.com/TwilitRealm/dusklight
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More debug fixes for 99% TUs (#3122)
* d_a_e_hp debug code 100% * d_a_npc_chin debug improvements * d_a_npc_du debug code 100% * d_a_npc_cdn3 debug code 100% * d_a_e_rdy GCN symbol fixes * d_a_kago debug code 100% * d_a_e_oc debug code 100% * d_a_e_yr debug code almost matching * d_a_e_bg debug code 100% * d_a_ykgr debug code 100% * d_a_tag_hjump debug data fixes * d_a_tag_attack_item debug data fixes * d_a_e_df debug code 100% * d_a_e_sh debug code 100% * d_a_L7op_demo_dr debug code 100% * d_a_L7low_dr debug code 100% * d_a_e_sm2 debug code 100% * d_a_movie_player debug code 100% * d_a_e_st debug code 100% * d_a_npc_aru debug code 100% * d_a_e_yg debug code 100% * d_a_door_spiral debug code 100% * d_a_bg debug code 100% (still has .data issues) * d_a_e_dn debug code 100% * d_a_tag_attention debug code 100% * d_a_e_bd debug code 100% * d_a_tag_camera debug .rodata fix * d_a_obj_movebox debug code 100% (array dtors are mismapped) * d_a_mg_rod debug improvements * d_a_e_rd debug symbol fixes
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@@ -334,20 +334,20 @@ static int daE_ST_Draw(e_st_class* i_this) {
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pos.set(a_this->current.pos.x, a_this->current.pos.y + 400.0f + BREG_F(18), a_this->current.pos.z);
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if (fopAcM_gc_c::gndCheck(&pos)) {
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pos.y = TREG_F(7) + fopAcM_gc_c::getGroundY();
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i_this->mShadowKey = dComIfGd_setShadow(i_this->mShadowKey, 1, model, &pos, l_HIO.basic_size * 700.0f, 0.0f,
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a_this->current.pos.y, fopAcM_gc_c::getGroundY(), *fopAcM_gc_c::getGroundCheck(),
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&a_this->tevStr, 0, 1.0f, dDlst_shadowControl_c::getSimpleTex());
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i_this->mShadowKey =
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dComIfGd_setShadow(i_this->mShadowKey, 1, model, &pos, l_HIO.basic_size * 700.0f, 0.0f,
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a_this->current.pos.y, fopAcM_gc_c::getGroundY(),
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*fopAcM_gc_c::getGroundCheck(), &i_this->actor.tevStr, 0, 1.0f,
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dDlst_shadowControl_c::getSimpleTex());
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}
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if (i_this->field_0x720 != 0) {
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u8 uVar1 = JREG_S(5) + 180;
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GXColor color = {uVar1, uVar1, uVar1, 0xFF};
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i_this->mLineMat1.update(20, color, &a_this->tevStr);
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u8 brightness = JREG_S(5) + 180;
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i_this->mLineMat1.update(20, (GXColor){brightness, brightness, brightness, 0xFF}, &a_this->tevStr);
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dComIfGd_set3DlineMat(&i_this->mLineMat1);
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if (i_this->field_0x760 != 0) {
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GXColor color2 = {uVar1, uVar1, uVar1, 0xFF};
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i_this->mLineMat2.update(20, color2, &a_this->tevStr);
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i_this->mLineMat2.update(20, (GXColor){brightness, brightness, brightness, 0xFF}, &a_this->tevStr);
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dComIfGd_set3DlineMat(&i_this->mLineMat2);
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}
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}
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