mirror of
https://github.com/TwilitRealm/dusklight
synced 2026-08-03 00:16:36 -04:00
kankyo mostly done (#2269)
* work on kankyo * some more kankyo work * kankyo almost done * kankyo mostly done * first cleanup pass * some more renaming * rename a bunch of kankyo vars * fix regression
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+11
-11
@@ -1044,11 +1044,11 @@ void daMidna_c::setRoomInfo() {
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int room_no;
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if (fopAcM_gc_c::gndCheck(¤t.pos)) {
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room_no = fopAcM_gc_c::getRoomId();
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tevStr.mEnvrIdxOverride = fopAcM_gc_c::getPolyColor();
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tevStr.YukaCol = fopAcM_gc_c::getPolyColor();
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} else {
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room_no = dComIfGp_roomControl_getStayNo();
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}
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tevStr.mRoomNo = room_no;
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tevStr.room_no = room_no;
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mReverb = dComIfGp_getReverb(room_no);
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fopAcM_SetRoomNo(this, room_no);
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}
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@@ -3266,12 +3266,12 @@ int daMidna_c::draw() {
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if (checkSetAnime(0, ANM_RETURN)) {
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f32 end_frame = mpMorf->getEndFrame();
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f32 frame = mpMorf->getFrame();
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tevStr.mFogColor.r = (frame / end_frame) * -32.0f;
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tevStr.mFogColor.g = tevStr.mFogColor.r;
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tevStr.mFogColor.b = tevStr.mFogColor.r;
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tevStr.TevColor.r = (frame / end_frame) * -32.0f;
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tevStr.TevColor.g = tevStr.TevColor.r;
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tevStr.TevColor.b = tevStr.TevColor.r;
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} else if (link->getIceDamageWaitTimer() != 0 || link->checkFreezeDamage() != 0) {
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tevStr.mFogColor = link->tevStr.mFogColor;
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field_0x6e0 = link->tevStr.mFogColor;
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tevStr.TevColor = link->tevStr.TevColor;
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field_0x6e0 = link->tevStr.TevColor;
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if (dKy_darkworld_check()) {
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field_0x6e8 = (J3DGXColor)l_normalKColor;
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field_0x6ec = (J3DGXColor)l_normalKColor2;
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@@ -3311,7 +3311,7 @@ int daMidna_c::draw() {
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} else {
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g_env_light.settingTevStruct(1, ¤t.pos, &tevStr);
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if (field_0x668 != NULL) {
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field_0x668->getTevColorReg(0, &tevStr.mFogColor);
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field_0x668->getTevColorReg(0, &tevStr.TevColor);
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}
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g_env_light.setLightTevColorType_MAJI(mpGokouBmd, &tevStr);
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mDoExt_modelEntryDL(mpGokouBmd);
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@@ -3359,9 +3359,9 @@ int daMidna_c::draw() {
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mDoExt_modelEntryDL(mpDemoHDTmpBmd);
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}
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tevStr.mFogColor.r = 0;
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tevStr.mFogColor.g = 0;
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tevStr.mFogColor.b = 0;
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tevStr.TevColor.r = 0;
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tevStr.TevColor.g = 0;
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tevStr.TevColor.b = 0;
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dComIfGd_setList();
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if (bvar1 && !checkStateFlg1(FLG1_SHADOW_NO_DRAW)) {
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