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gSetupActorDLs (#1893)
* D_801AEFA0 -> gActorEmtpyDL * gActorSetupOpaDL * gActorSetupXluDL
This commit is contained in:
+3
-6
@@ -4724,16 +4724,13 @@ void Npc_TrackPoint(Actor* actor, NpcInteractInfo* interactInfo, s16 presetIndex
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rotLimits.rotateYaw);
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}
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Gfx D_801AEF88[] = {
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gsDPSetRenderMode(AA_EN | Z_CMP | Z_UPD | IM_RD | CLR_ON_CVG | CVG_DST_WRAP | ZMODE_XLU | FORCE_BL |
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G_RM_FOG_SHADE_A,
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AA_EN | Z_CMP | Z_UPD | IM_RD | CLR_ON_CVG | CVG_DST_WRAP | ZMODE_XLU | FORCE_BL |
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GBL_c2(G_BL_CLR_IN, G_BL_A_IN, G_BL_CLR_MEM, G_BL_1MA)),
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Gfx gActorSetupXluDL[] = {
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gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_AA_ZB_XLU_SURF2 | Z_UPD),
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gsDPSetAlphaCompare(G_AC_THRESHOLD),
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gsSPEndDisplayList(),
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};
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Gfx D_801AEFA0[] = {
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Gfx gActorSetupOpaDL[] = {
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gsSPEndDisplayList(),
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};
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@@ -600,13 +600,13 @@ void BgDblueWaterfall_Draw(Actor* thisx, PlayState* play) {
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if (this->unk_19F > 0) {
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if (this->unk_19F < 255) {
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gSPSegment(POLY_XLU_DISP++, 0x09, D_801AEF88);
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gSPSegment(POLY_XLU_DISP++, 0x09, gActorSetupXluDL);
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x9B, 255, 255, 255, this->unk_19F);
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gSPDisplayList(POLY_XLU_DISP++, gGreatBayTempleObjectIceStalactiteDL);
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} else {
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Gfx_SetupDL25_Opa(play->state.gfxCtx);
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gSPSegment(POLY_OPA_DISP++, 0x09, D_801AEFA0);
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gSPSegment(POLY_OPA_DISP++, 0x09, gActorSetupOpaDL);
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gDPSetPrimColor(POLY_OPA_DISP++, 0, 0x9B, 255, 255, 255, 255);
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MATRIX_FINALIZE_AND_LOAD(POLY_OPA_DISP++, play->state.gfxCtx);
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gSPDisplayList(POLY_OPA_DISP++, gGreatBayTempleObjectIceStalactiteDL);
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@@ -1301,7 +1301,7 @@ void EnBigpo_DrawMainBigpo(Actor* thisx, PlayState* play) {
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// fully visible OR fully transparent
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gfx = POLY_OPA_DISP;
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gSPDisplayList(gfx, gSetupDLs[SETUPDL_25]);
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gSPSegment(&gfx[1], 0x0C, D_801AEFA0); // empty display list for no transparency
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gSPSegment(&gfx[1], 0x0C, gActorSetupOpaDL);
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gSPSegment(&gfx[2], 0x08,
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Gfx_EnvColor(play->state.gfxCtx, this->mainColor.r, this->mainColor.g, this->mainColor.b,
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this->mainColor.a));
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@@ -1311,7 +1311,7 @@ void EnBigpo_DrawMainBigpo(Actor* thisx, PlayState* play) {
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} else {
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gfx = POLY_XLU_DISP;
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gSPDisplayList(gfx, gSetupDLs[SETUPDL_25]);
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gSPSegment(&gfx[1], 0x0C, D_801AEF88); // transparency display list
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gSPSegment(&gfx[1], 0x0C, gActorSetupXluDL);
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gSPSegment(&gfx[2], 0x08,
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Gfx_EnvColor(play->state.gfxCtx, this->mainColor.r, this->mainColor.g, this->mainColor.b,
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this->mainColor.a));
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@@ -779,7 +779,7 @@ void EnIshi_DrawGameplayKeepBoulder(EnIshi* this, PlayState* play) {
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Gfx_SetupDL25_Opa(play->state.gfxCtx);
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gSPSegment(POLY_OPA_DISP++, 0x08, D_801AEFA0); // empty displaylist
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gSPSegment(POLY_OPA_DISP++, 0x08, gActorSetupOpaDL);
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MATRIX_FINALIZE_AND_LOAD(POLY_OPA_DISP++, play->state.gfxCtx);
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gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, 255);
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gSPDisplayList(POLY_OPA_DISP++, gFieldSilverBoulderDL);
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@@ -791,7 +791,7 @@ void EnIshi_DrawGameplayKeepBoulder(EnIshi* this, PlayState* play) {
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Gfx_SetupDL25_Xlu(play->state.gfxCtx);
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gSPSegment(POLY_XLU_DISP++, 0x08, D_801AEF88); // in z_actor, transparency dl I think
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gSPSegment(POLY_XLU_DISP++, 0x08, gActorSetupXluDL);
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MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx);
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, (s32)alpha);
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gSPDisplayList(POLY_XLU_DISP++, gFieldSilverBoulderDL);
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@@ -1662,7 +1662,7 @@ void EnJso_Draw(Actor* thisx, PlayState* play) {
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Gfx_SetupDL25_Xlu(play->state.gfxCtx);
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Gfx_SetupDL25_Opa(play->state.gfxCtx);
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gSPSegment(POLY_OPA_DISP++, 0x0C, D_801AEFA0);
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gSPSegment(POLY_OPA_DISP++, 0x0C, gActorSetupOpaDL);
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SkelAnime_DrawFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
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EnJso_OverrideLimbDraw, EnJso_PostLimbDraw, &this->actor);
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@@ -524,7 +524,7 @@ void EnMkk_Draw(Actor* thisx, PlayState* play) {
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gfx = POLY_OPA_DISP;
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gSPDisplayList(&gfx[0], gSetupDLs[SETUPDL_25]);
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gDPSetPrimColor(&gfx[1], 0, 0xFF, primColors->r, primColors->g, primColors->b, primColors->a);
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gSPSegment(&gfx[2], 0x08, D_801AEFA0);
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gSPSegment(&gfx[2], 0x08, gActorSetupOpaDL);
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MATRIX_FINALIZE_AND_LOAD(&gfx[3], play->state.gfxCtx);
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gSPDisplayList(&gfx[4], modelInfo->eyesDL);
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@@ -1107,7 +1107,7 @@ void EnOkuta_Draw(Actor* thisx, PlayState* play) {
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if (EN_OKUTA_GET_TYPE(&this->actor) < EN_OKUTA_TYPE_PROJECTILE_BASE) {
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if (EN_OKUTA_GET_TYPE(&this->actor) == EN_OKUTA_TYPE_RED_OCTOROK) {
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gSPSegment(&gfx[1], 0x08, D_801AEFA0);
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gSPSegment(&gfx[1], 0x08, gActorSetupOpaDL);
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} else {
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gSPSegment(&gfx[1], 0x08, gOctorokBlueMaterialDL);
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}
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@@ -691,7 +691,7 @@ void EnPoComposer_Draw(Actor* thisx, PlayState* play) {
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gSPSegment(POLY_OPA_DISP++, 0x0B,
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Gfx_EnvColor(play->state.gfxCtx, clothingColor2->r, clothingColor2->g, clothingColor2->b,
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this->mainAlpha.a));
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gSPSegment(POLY_OPA_DISP++, 0x0C, D_801AEFA0); // empty DL
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gSPSegment(POLY_OPA_DISP++, 0x0C, gActorSetupOpaDL);
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POLY_OPA_DISP =
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SkelAnime_DrawFlex(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
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@@ -709,7 +709,7 @@ void EnPoComposer_Draw(Actor* thisx, PlayState* play) {
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gSPSegment(POLY_XLU_DISP++, 0x0B,
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Gfx_EnvColor(play->state.gfxCtx, clothingColor2->r, clothingColor2->g, clothingColor2->b,
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this->mainAlpha.a));
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gSPSegment(POLY_XLU_DISP++, 0x0C, D_801AEF88); // transparency DL
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gSPSegment(POLY_XLU_DISP++, 0x0C, gActorSetupXluDL);
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POLY_XLU_DISP =
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SkelAnime_DrawFlex(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
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@@ -1207,13 +1207,13 @@ void EnPoSisters_Draw(Actor* thisx, PlayState* play) {
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if ((this->color.a == 255) || (this->color.a == 0)) {
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gDPSetEnvColor(POLY_OPA_DISP++, this->color.r, this->color.g, this->color.b, this->color.a);
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gSPSegment(POLY_OPA_DISP++, 0x09, D_801AEFA0); // Empty DL
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gSPSegment(POLY_OPA_DISP++, 0x09, gActorSetupOpaDL);
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POLY_OPA_DISP =
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SkelAnime_Draw(play, this->skelAnime.skeleton, this->skelAnime.jointTable, EnPoSisters_OverrideLimbDraw,
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EnPoSisters_PostLimbDraw, &this->actor, POLY_OPA_DISP);
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} else {
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gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 255, this->color.a);
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gSPSegment(POLY_XLU_DISP++, 0x09, D_801AEF88); // XLU only DL
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gSPSegment(POLY_XLU_DISP++, 0x09, gActorSetupXluDL);
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POLY_XLU_DISP =
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SkelAnime_Draw(play, this->skelAnime.skeleton, this->skelAnime.jointTable, EnPoSisters_OverrideLimbDraw,
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EnPoSisters_PostLimbDraw, &this->actor, POLY_XLU_DISP);
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@@ -950,7 +950,7 @@ void EnPoh_Draw(Actor* thisx, PlayState* play) {
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gSPDisplayList(&gfx[0], gSetupDLs[SETUPDL_25]);
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gDPSetEnvColor(&gfx[1], this->unk_194, this->unk_195, this->unk_196, this->unk_197);
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gSPSegment(&gfx[2], 0x08, D_801AEFA0);
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gSPSegment(&gfx[2], 0x08, gActorSetupOpaDL);
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gfx = SkelAnime_Draw(play, this->skelAnime.skeleton, this->skelAnime.jointTable, EnPoh_OverrideLimbDraw,
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EnPoh_PostLimbDraw, &this->actor, &gfx[3]);
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@@ -961,7 +961,7 @@ void EnPoh_Draw(Actor* thisx, PlayState* play) {
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gSPDisplayList(&gfx[0], gSetupDLs[SETUPDL_25]);
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gDPSetEnvColor(&gfx[1], 255, 255, 255, this->unk_197);
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gSPSegment(&gfx[2], 0x08, D_801AEF88);
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gSPSegment(&gfx[2], 0x08, gActorSetupXluDL);
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POLY_XLU_DISP = SkelAnime_Draw(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
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EnPoh_OverrideLimbDraw, EnPoh_PostLimbDraw, &this->actor, &gfx[3]);
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@@ -1082,7 +1082,7 @@ void EnRailgibud_Draw(Actor* thisx, PlayState* play) {
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Gfx_SetupDL25_Opa(play->state.gfxCtx);
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gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, this->actor.shape.shadowAlpha);
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gSPSegment(POLY_OPA_DISP++, 0x08, D_801AEFA0);
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gSPSegment(POLY_OPA_DISP++, 0x08, gActorSetupOpaDL);
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POLY_OPA_DISP =
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SkelAnime_DrawFlex(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
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@@ -1091,7 +1091,7 @@ void EnRailgibud_Draw(Actor* thisx, PlayState* play) {
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Gfx_SetupDL25_Xlu(play->state.gfxCtx);
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gDPSetEnvColor(POLY_XLU_DISP++, 0, 0, 0, this->actor.shape.shadowAlpha);
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gSPSegment(POLY_XLU_DISP++, 0x08, D_801AEF88);
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gSPSegment(POLY_XLU_DISP++, 0x08, gActorSetupXluDL);
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POLY_XLU_DISP =
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SkelAnime_DrawFlex(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
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@@ -1347,7 +1347,7 @@ void EnRd_Draw(Actor* thisx, PlayState* play) {
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Gfx_SetupDL25_Opa(play->state.gfxCtx);
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gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, this->alpha);
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gSPSegment(POLY_OPA_DISP++, 0x08, D_801AEFA0);
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gSPSegment(POLY_OPA_DISP++, 0x08, gActorSetupOpaDL);
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POLY_OPA_DISP =
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SkelAnime_DrawFlex(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
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@@ -1358,7 +1358,7 @@ void EnRd_Draw(Actor* thisx, PlayState* play) {
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Gfx_SetupDL25_Xlu(play->state.gfxCtx);
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gDPSetEnvColor(POLY_XLU_DISP++, 0, 0, 0, this->alpha);
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gSPSegment(POLY_XLU_DISP++, 0x08, D_801AEF88);
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gSPSegment(POLY_XLU_DISP++, 0x08, gActorSetupXluDL);
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POLY_XLU_DISP =
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SkelAnime_DrawFlex(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
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@@ -1174,7 +1174,7 @@ void EnSlime_Draw(Actor* thisx, PlayState* play) {
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Gfx_SetupDL25_Xlu(play->state.gfxCtx);
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func_800B8118(&this->actor, play, 0);
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if (this->iceBlockTimer != ICE_BLOCK_UNUSED) {
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gSPSegment(POLY_XLU_DISP++, 0x0A, D_801AEFA0);
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gSPSegment(POLY_XLU_DISP++, 0x0A, gActorSetupOpaDL);
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 170, 255, 255, 255, 255);
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gDPSetEnvColor(POLY_XLU_DISP++, 150, 255, 255, this->iceBlockTimer);
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} else {
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@@ -559,7 +559,7 @@ void EnSyatekiOkuta_Draw(Actor* thisx, PlayState* play) {
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Gfx_SetupDL25_Opa(play->state.gfxCtx);
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if (this->type == SG_OCTO_TYPE_RED) {
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gSPSegment(POLY_OPA_DISP++, 0x08, D_801AEFA0);
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gSPSegment(POLY_OPA_DISP++, 0x08, gActorSetupOpaDL);
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} else {
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gSPSegment(POLY_OPA_DISP++, 0x08, gShootingGalleryOctorokBlueMaterialDL);
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}
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@@ -1203,7 +1203,7 @@ void EnTalkGibud_Draw(Actor* thisx, PlayState* play) {
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Gfx_SetupDL25_Opa(play->state.gfxCtx);
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gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, this->actor.shape.shadowAlpha);
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gSPSegment(POLY_OPA_DISP++, 0x08, D_801AEFA0);
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gSPSegment(POLY_OPA_DISP++, 0x08, gActorSetupOpaDL);
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POLY_OPA_DISP =
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SkelAnime_DrawFlex(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
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@@ -1212,7 +1212,7 @@ void EnTalkGibud_Draw(Actor* thisx, PlayState* play) {
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Gfx_SetupDL25_Xlu(play->state.gfxCtx);
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gDPSetEnvColor(POLY_XLU_DISP++, 0, 0, 0, this->actor.shape.shadowAlpha);
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gSPSegment(POLY_XLU_DISP++, 0x08, D_801AEF88);
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gSPSegment(POLY_XLU_DISP++, 0x08, gActorSetupXluDL);
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POLY_XLU_DISP =
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SkelAnime_DrawFlex(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
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@@ -489,7 +489,7 @@ void func_8093A608(Actor* thisx, PlayState* play) {
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((this->unk_203 & 1) && (this->actor.projectedPos.z < 2300.0f))) {
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Gfx_SetupDL25_Opa(play->state.gfxCtx);
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gSPSegment(POLY_OPA_DISP++, 0x08, D_801AEFA0);
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gSPSegment(POLY_OPA_DISP++, 0x08, gActorSetupOpaDL);
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MATRIX_FINALIZE_AND_LOAD(POLY_OPA_DISP++, play->state.gfxCtx);
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gDPSetPrimColor(POLY_OPA_DISP++, 0, 0x9B, 255, 255, 255, 255);
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gSPDisplayList(POLY_OPA_DISP++, object_bombiwa_DL_004560);
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@@ -502,7 +502,7 @@ void func_8093A608(Actor* thisx, PlayState* play) {
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sp38 = (2300.0f - this->actor.projectedPos.z) * 2.55f;
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Gfx_SetupDL25_Xlu(play->state.gfxCtx);
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gSPSegment(POLY_XLU_DISP++, 0x08, D_801AEF88);
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gSPSegment(POLY_XLU_DISP++, 0x08, gActorSetupXluDL);
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MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx);
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x9B, 255, 255, 255, (s32)sp38);
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gSPDisplayList(POLY_XLU_DISP++, object_bombiwa_DL_004560);
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@@ -267,7 +267,7 @@ void ObjHamishi_Draw(Actor* thisx, PlayState* play) {
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thisx->shape.shadowAlpha = 160;
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Gfx_SetupDL25_Opa(play->state.gfxCtx);
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gSPSegment(POLY_OPA_DISP++, 0x08, D_801AEFA0);
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gSPSegment(POLY_OPA_DISP++, 0x08, gActorSetupOpaDL);
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MATRIX_FINALIZE_AND_LOAD(POLY_OPA_DISP++, play->state.gfxCtx);
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gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 170, 130, 255);
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gSPDisplayList(POLY_OPA_DISP++, gFieldSilverBoulderDL);
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@@ -277,7 +277,7 @@ void ObjHamishi_Draw(Actor* thisx, PlayState* play) {
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thisx->shape.shadowAlpha = sp20 * 0.627451f;
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Gfx_SetupDL25_Xlu(play->state.gfxCtx);
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gSPSegment(POLY_XLU_DISP++, 0x08, D_801AEF88);
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gSPSegment(POLY_XLU_DISP++, 0x08, gActorSetupXluDL);
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MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx);
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 170, 130, (s32)sp20);
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gSPDisplayList(POLY_XLU_DISP++, gFieldSilverBoulderDL);
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@@ -639,7 +639,7 @@ void ObjHugebombiwa_Draw(Actor* thisx, PlayState* play) {
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if (this->actor.projectedPos.z <= 4300.0f) {
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Gfx_SetupDL25_Opa(play->state.gfxCtx);
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gSPSegment(POLY_OPA_DISP++, 0x08, D_801AEFA0);
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gSPSegment(POLY_OPA_DISP++, 0x08, gActorSetupOpaDL);
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MATRIX_FINALIZE_AND_LOAD(POLY_OPA_DISP++, play->state.gfxCtx);
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gDPSetPrimColor(POLY_OPA_DISP++, 0, 0xFF, 255, 255, 255, 255);
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gSPDisplayList(POLY_OPA_DISP++, object_bombiwa_DL_002F60);
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@@ -653,7 +653,7 @@ void ObjHugebombiwa_Draw(Actor* thisx, PlayState* play) {
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sp38 = (4500.0f - this->actor.projectedPos.z) * 1.275f;
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Gfx_SetupDL25_Xlu(play->state.gfxCtx);
|
||||
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08, D_801AEF88);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08, gActorSetupXluDL);
|
||||
MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx);
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0xFF, 255, 255, 255, (s32)sp38);
|
||||
gSPDisplayList(POLY_XLU_DISP++, object_bombiwa_DL_002F60);
|
||||
|
||||
@@ -192,13 +192,13 @@ void ObjLightblock_Draw(Actor* thisx, PlayState* play) {
|
||||
|
||||
if (this->alpha < 255) {
|
||||
Gfx_SetupDL25_Xlu(play->state.gfxCtx);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08, D_801AEF88);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x08, gActorSetupXluDL);
|
||||
MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx);
|
||||
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, 255, 255, 255, this->alpha);
|
||||
gSPDisplayList(POLY_XLU_DISP++, gSunBlockDL);
|
||||
} else {
|
||||
Gfx_SetupDL25_Opa(play->state.gfxCtx);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08, D_801AEFA0);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08, gActorSetupOpaDL);
|
||||
MATRIX_FINALIZE_AND_LOAD(POLY_OPA_DISP++, play->state.gfxCtx);
|
||||
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0x80, 255, 255, 255, 255);
|
||||
gSPDisplayList(POLY_OPA_DISP++, gSunBlockDL);
|
||||
|
||||
@@ -371,7 +371,7 @@ void ObjLightSwitch_DrawOpa(ObjLightswitch* this, PlayState* play) {
|
||||
Gfx_SetupDL25_Opa(play->state.gfxCtx);
|
||||
gDPSetEnvColor(POLY_OPA_DISP++, (u8)(this->colorR >> 6), (u8)(this->colorG >> 6),
|
||||
((void)0, (u8)(this->colorB >> 6)), (u8)(this->colorAlpha >> 6));
|
||||
gSPSegment(POLY_OPA_DISP++, 0x09, D_801AEFA0);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x09, gActorSetupOpaDL);
|
||||
|
||||
tempPos.x = this->actor.world.pos.x;
|
||||
tempPos.y = this->actor.world.pos.y + (this->actor.shape.yOffset * this->actor.scale.y);
|
||||
@@ -407,7 +407,7 @@ void ObjLightSwitch_DrawXlu(ObjLightswitch* this, PlayState* play) {
|
||||
Gfx_SetupDL25_Xlu(play->state.gfxCtx);
|
||||
gDPSetEnvColor(POLY_XLU_DISP++, (u8)(this->colorR >> 6), (u8)(this->colorG >> 6),
|
||||
((void)0, (u8)(this->colorB >> 6)), (u8)(this->colorAlpha >> 6));
|
||||
gSPSegment(POLY_XLU_DISP++, 0x09, D_801AEF88);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x09, gActorSetupXluDL);
|
||||
|
||||
tempPos.x = this->actor.world.pos.x;
|
||||
tempPos.y = this->actor.world.pos.y + (this->actor.shape.yOffset * this->actor.scale.y);
|
||||
|
||||
Reference in New Issue
Block a user