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Misc Clean (#1680)
* vramu32 in Overlay_Relocate * Actor_SetColorFilter args * Effect Hitmark enum * Actor_WorldToActorCoords * Some fault clean up * contoller.h * macros.h no longer needs stdint.h
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@@ -56,24 +56,6 @@ typedef struct {
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#define B_BUTTON 0x4000
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#define A_BUTTON 0x8000
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/* Not original to libultra: button macros */
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/* Buttons */
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#define BTN_CRIGHT R_CBUTTONS
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#define BTN_CLEFT L_CBUTTONS
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#define BTN_CDOWN D_CBUTTONS
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#define BTN_CUP U_CBUTTONS
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#define BTN_R R_TRIG
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#define BTN_L L_TRIG
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#define BTN_RESET 0x0080 /* "neutral reset": Corresponds to holding L+R and pressing S */
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#define BTN_DRIGHT R_JPAD
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#define BTN_DLEFT L_JPAD
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#define BTN_DDOWN D_JPAD
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#define BTN_DUP U_JPAD
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#define BTN_START START_BUTTON
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#define BTN_Z Z_TRIG
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#define BTN_B B_BUTTON
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#define BTN_A A_BUTTON
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#define CONT_ERR_NO_CONTROLLER PFS_ERR_NOPACK /* 1 */
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#define CONT_ERR_CONTRFAIL CONT_OVERRUN_ERROR /* 4 */
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#define CONT_ERR_INVALID PFS_ERR_INVALID /* 5 */
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@@ -0,0 +1,25 @@
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#ifndef CONTROLLER_H
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#define CONTROLLER_H
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#include "PR/os_cont.h"
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#define BTN_A A_BUTTON
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#define BTN_B B_BUTTON
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#define BTN_Z Z_TRIG
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#define BTN_START START_BUTTON
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#define BTN_DUP U_JPAD
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#define BTN_DDOWN D_JPAD
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#define BTN_DLEFT L_JPAD
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#define BTN_DRIGHT R_JPAD
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#define BTN_RESET 0x0080 /* "neutral reset": Corresponds to holding L+R and pressing S */
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#define BTN_L L_TRIG
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#define BTN_R R_TRIG
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#define BTN_CUP U_CBUTTONS
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#define BTN_CDOWN D_CBUTTONS
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#define BTN_CLEFT L_CBUTTONS
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#define BTN_CRIGHT R_CBUTTONS
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#define CHECK_BTN_ALL(state, combo) (~((state) | ~(combo)) == 0)
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#define CHECK_BTN_ANY(state, combo) (((state) & (combo)) != 0)
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#endif
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+1
-1
@@ -73,7 +73,7 @@ f32 Actor_WorldDistXYZToActor(Actor* actorA, Actor* actorB);
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f32 Actor_WorldDistXYZToPoint(Actor* actor, Vec3f* refPoint);
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f32 Actor_WorldDistXZToActor(Actor* actorA, Actor* actorB);
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f32 Actor_WorldDistXZToPoint(Actor* actor, Vec3f* refPoint);
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void Actor_OffsetOfPointInActorCoords(Actor* actor, Vec3f* offset, Vec3f* point);
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void Actor_WorldToActorCoords(Actor* actor, Vec3f* offset, Vec3f* point);
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f32 Actor_HeightDiff(Actor* actor1, Actor* actor2);
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void Actor_SetControlStickData(PlayState* play, Input* input, f32 controlStickMagnitude, s16 controlStickAngle);
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+1
-4
@@ -1,7 +1,7 @@
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#ifndef MACROS_H
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#define MACROS_H
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#include "stdint.h"
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#include "PR/ultratypes.h"
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#define SCREEN_WIDTH 320
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#define SCREEN_HEIGHT 240
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@@ -41,9 +41,6 @@
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// To be used with `Magic_Add`, but ensures enough magic is added to fill the magic bar to capacity
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#define MAGIC_FILL_TO_CAPACITY (((void)0, gSaveContext.magicFillTarget) + (gSaveContext.save.saveInfo.playerData.isDoubleMagicAcquired + 1) * MAGIC_NORMAL_METER)
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#define CHECK_BTN_ALL(state, combo) (~((state) | ~(combo)) == 0)
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#define CHECK_BTN_ANY(state, combo) (((state) & (combo)) != 0)
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#define CHECK_FLAG_ALL(flags, mask) (((flags) & (mask)) == (mask))
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#define BIT_FLAG_TO_SHIFT(flag) \
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@@ -13,6 +13,7 @@
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#include "libc64/qrand.h"
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#include "color.h"
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#include "controller.h"
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#include "gfx.h"
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#include "gfxprint.h"
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#include "ichain.h"
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