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RequiredScopeTemp Cleanup (#1315)
* REmove some requiredScopeTemps * Bring down invFrozenTimer
This commit is contained in:
+16
-20
@@ -85,19 +85,14 @@ void GameState_Draw(GameState* gameState, GraphicsContext* gfxCtx) {
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Graph_BranchDlist(polyOpa, nextDisplayList);
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POLY_OPA_DISP = nextDisplayList;
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// Block prevents reordering, if(1) around the above block don't seem to help unlike in OoT
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{
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s32 requiredScopeTemp;
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CLOSE_DISPS(gfxCtx);
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Debug_DrawText(gfxCtx);
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}
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Debug_DrawText(gfxCtx);
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if (R_ENABLE_ARENA_DBG != 0) {
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SpeedMeter_DrawTimeEntries(&D_801F7FF0, gfxCtx);
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SpeedMeter_DrawAllocEntries(&D_801F7FF0, gfxCtx, gameState);
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}
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CLOSE_DISPS(gfxCtx);
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}
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void GameState_SetFrameBuffer(GraphicsContext* gfxCtx) {
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@@ -207,20 +202,21 @@ void GameState_Init(GameState* gameState, GameStateFunc init, GraphicsContext* g
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s32 requiredScopeTemp;
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GameAlloc_Init(&gameState->alloc);
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GameState_InitArena(gameState, 0x100000);
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Game_SetFramerateDivisor(gameState, 3);
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init(gameState);
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VisCvg_Init(&D_801F8010);
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VisZbuf_Init(&sVisZbuf);
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VisMono_Init(&sMonoColors);
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ViMode_Init(&D_801F8048);
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func_801773A0(&D_801F7FF0);
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Rumble_Init();
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osSendMesg(&gameState->gfxCtx->queue, NULL, OS_MESG_BLOCK);
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}
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GameState_InitArena(gameState, 0x100000);
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Game_SetFramerateDivisor(gameState, 3);
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init(gameState);
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VisCvg_Init(&D_801F8010);
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VisZbuf_Init(&sVisZbuf);
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VisMono_Init(&sMonoColors);
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ViMode_Init(&D_801F8048);
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func_801773A0(&D_801F7FF0);
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Rumble_Init();
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osSendMesg(&gameState->gfxCtx->queue, NULL, OS_MESG_BLOCK);
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}
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void GameState_Destroy(GameState* gameState) {
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