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Cleanup object syms (#546)
* First * Part2 * Save now or forever hold your peace * Part3 * Building * OK * Cleanup * Merge * PR * PR * Merge * PR * PR * Use oyu * Use names * TexturePtr
This commit is contained in:
@@ -1,4 +1,5 @@
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#include "global.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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void EffectBlure_AddVertex(EffectBlure* this, Vec3f* p1, Vec3f* p2) {
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EffectBlureElement* elem;
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@@ -720,8 +721,8 @@ void EffectBlure_SetupSimpleAlt(GraphicsContext* gfxCtx, EffectBlure* this, Vtx*
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gDPSetTextureLUT(POLY_XLU_DISP++, G_TT_NONE);
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gSPTexture(POLY_XLU_DISP++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
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gDPLoadTextureBlock(POLY_XLU_DISP++, D_04014570, G_IM_FMT_I, G_IM_SIZ_8b, 64, 32, 0, G_TX_NOMIRROR | G_TX_CLAMP,
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G_TX_NOMIRROR | G_TX_WRAP, 6, 5, G_TX_NOLOD, G_TX_NOLOD);
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gDPLoadTextureBlock(POLY_XLU_DISP++, gameplay_keep_Tex_014570, G_IM_FMT_I, G_IM_SIZ_8b, 64, 32, 0,
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G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMIRROR | G_TX_WRAP, 6, 5, G_TX_NOLOD, G_TX_NOLOD);
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gDPSetCombineLERP(POLY_XLU_DISP++, TEXEL0, PRIMITIVE, PRIM_LOD_FRAC, TEXEL0, TEXEL0, 0, PRIMITIVE, 0, PRIMITIVE,
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ENVIRONMENT, COMBINED, ENVIRONMENT, 0, 0, 0, COMBINED);
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@@ -2,6 +2,7 @@
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#include "vt.h"
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#include "assets/code/eff_shield_particle/eff_shield_particle.c"
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#include "objects/gameplay_keep/gameplay_keep.h"
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void EffectShieldParticle_Init(void* thisx, void* initParamsx) {
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EffectShieldParticle* this = (EffectShieldParticle*)thisx;
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@@ -154,8 +155,8 @@ void EffectShieldParticle_Draw(void* thisx, GraphicsContext* gfxCtx) {
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gDPPipeSync(POLY_XLU_DISP++);
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gSPTexture(POLY_XLU_DISP++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
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gDPLoadTextureBlock(POLY_XLU_DISP++, D_04054F20, G_IM_FMT_I, G_IM_SIZ_8b, 32, 32, 0, G_TX_NOMIRROR | G_TX_WRAP,
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G_TX_NOMIRROR | G_TX_WRAP, 5, 5, G_TX_NOLOD, G_TX_NOLOD);
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gDPLoadTextureBlock(POLY_XLU_DISP++, gameplay_keep_Tex_054F20, G_IM_FMT_I, G_IM_SIZ_8b, 32, 32, 0,
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G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, 5, 5, G_TX_NOLOD, G_TX_NOLOD);
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gDPSetCombineLERP(POLY_XLU_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, PRIMITIVE, 0, TEXEL0, 0, 0, 0,
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0, COMBINED, 0, 0, 0, COMBINED);
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@@ -1,4 +1,5 @@
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#include "global.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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void EffectSpark_Init(void* thisx, void* initParamsx) {
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EffectSpark* this = (EffectSpark*)thisx;
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@@ -152,8 +153,8 @@ void EffectSpark_Draw(void* thisx, GraphicsContext* gfxCtx) {
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gDPPipeSync(POLY_XLU_DISP++);
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gSPTexture(POLY_XLU_DISP++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
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gDPLoadTextureBlock(POLY_XLU_DISP++, D_04054F20, G_IM_FMT_I, G_IM_SIZ_8b, 32, 32, 0, G_TX_NOMIRROR | G_TX_WRAP,
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G_TX_NOMIRROR | G_TX_WRAP, 5, 5, G_TX_NOLOD, G_TX_NOLOD);
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gDPLoadTextureBlock(POLY_XLU_DISP++, gameplay_keep_Tex_054F20, G_IM_FMT_I, G_IM_SIZ_8b, 32, 32, 0,
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G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, 5, 5, G_TX_NOLOD, G_TX_NOLOD);
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gDPSetCombineMode(POLY_XLU_DISP++, G_CC_SHADEDECALA, G_CC_PASS2);
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gDPSetRenderMode(POLY_XLU_DISP++, G_RM_PASS, G_RM_ZB_CLD_SURF2);
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@@ -1,4 +1,5 @@
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#include "global.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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void func_800AE930(CollisionContext* colCtx, EffectTireMark* this, Vec3f* pos, f32 arg3, s16 arg4,
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CollisionPoly* colPoly, s32 arg6) {
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@@ -233,7 +234,7 @@ void EffectTireMark_Draw(void* thisx, GraphicsContext* gfxCtx) {
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POLY_OPA_DISP = Gfx_CallSetupDL(POLY_OPA_DISP++, 0x2C);
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gDPSetRenderMode(POLY_OPA_DISP++, G_RM_PASS, G_RM_ZB_CLD_SURF2);
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gDPLoadTextureBlock(POLY_OPA_DISP++, D_04014570, G_IM_FMT_I, G_IM_SIZ_8b, 64, 32, 0,
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gDPLoadTextureBlock(POLY_OPA_DISP++, gameplay_keep_Tex_014570, G_IM_FMT_I, G_IM_SIZ_8b, 64, 32, 0,
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G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMIRROR | G_TX_WRAP, 6, 5, G_TX_NOLOD, G_TX_NOLOD);
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gDPSetCombineLERP(POLY_OPA_DISP++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, COMBINED, 0, 0, 0,
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+25
-26
@@ -1,4 +1,6 @@
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#include "global.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#include "objects/object_gi_hearts/object_gi_hearts.h"
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#define FLAGS 0x00000000
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@@ -693,12 +695,12 @@ void EnItem00_Draw(Actor* thisx, GlobalContext* globalCtx) {
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}
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}
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UNK_PTR D_801ADF30[5] = {
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&D_04061FC0, // Green rupee
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&D_04061FE0, // Blue rupee
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&D_04062000, // Red rupee
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&D_04062040, // Orange rupee
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&D_04062020 // Purple rupee
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TexturePtr D_801ADF30[] = {
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gameplay_keep_Tex_061FC0, // Green rupee
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gameplay_keep_Tex_061FE0, // Blue rupee
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gameplay_keep_Tex_062000, // Red rupee
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gameplay_keep_Tex_062040, // Orange rupee
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gameplay_keep_Tex_062020 // Purple rupee
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};
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void EnItem00_DrawRupee(EnItem00* this, GlobalContext* globalCtx) {
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@@ -720,24 +722,24 @@ void EnItem00_DrawRupee(EnItem00* this, GlobalContext* globalCtx) {
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gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(D_801ADF30[iconNb]));
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gSPDisplayList(POLY_OPA_DISP++, &D_040622C0); // TODO symbol
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gSPDisplayList(POLY_OPA_DISP++, gameplay_keep_DL_0622C0); // TODO symbol
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CLOSE_DISPS(globalCtx->state.gfxCtx);
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}
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UNK_PTR D_801ADF44[12] = {
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&D_0405E6F0, // Heart (Not used)
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&D_0405CEF0, // Bombs (A), Bombs (0)
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&D_0405BEF0, // Arrows (10)
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&D_0405B6F0, // Arrows (30)
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&D_0405C6F0, // Arrows (40), Arrows (50)
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&D_0405CEF0, // Bombs (B)
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&D_040607C0, // Nuts (1), Nuts (10)
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&D_04060FC0, // Sticks (1)
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&D_040617C0, // Magic (Large)
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&D_0405FFC0, // Magic (Small)
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TexturePtr D_801ADF44[12] = {
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gameplay_keep_Tex_05E6F0, // Heart (Not used)
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gameplay_keep_Tex_05CEF0, // Bombs (A), Bombs (0)
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gameplay_keep_Tex_05BEF0, // Arrows (10)
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gameplay_keep_Tex_05B6F0, // Arrows (30)
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gameplay_keep_Tex_05C6F0, // Arrows (40), Arrows (50)
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gameplay_keep_Tex_05CEF0, // Bombs (B)
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gameplay_keep_Tex_0607C0, // Nuts (1), Nuts (10)
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gameplay_keep_Tex_060FC0, // Sticks (1)
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gameplay_keep_Tex_0617C0, // Magic (Large)
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gameplay_keep_Tex_05FFC0, // Magic (Small)
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NULL,
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&D_0405F7C0 // Small Key
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gameplay_keep_Tex_05F7C0 // Small Key
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};
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void EnItem00_DrawSprite(EnItem00* this, GlobalContext* globalCtx) {
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@@ -764,14 +766,11 @@ void EnItem00_DrawSprite(EnItem00* this, GlobalContext* globalCtx) {
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD);
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gSPDisplayList(POLY_OPA_DISP++, D_0405F6F0);
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gSPDisplayList(POLY_OPA_DISP++, gameplay_keep_DL_05F6F0);
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CLOSE_DISPS(globalCtx->state.gfxCtx);
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}
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extern Gfx D_06001290[];
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extern Gfx D_06001470[];
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void EnItem00_DrawHeartContainer(EnItem00* actor, GlobalContext* globalCtx) {
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s32 pad;
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s32 pad2;
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@@ -784,8 +783,8 @@ void EnItem00_DrawHeartContainer(EnItem00* actor, GlobalContext* globalCtx) {
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD);
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gSPDisplayList(POLY_XLU_DISP++, D_06001290);
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gSPDisplayList(POLY_XLU_DISP++, D_06001470);
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gSPDisplayList(POLY_XLU_DISP++, object_gi_hearts_DL_001290);
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gSPDisplayList(POLY_XLU_DISP++, object_gi_hearts_DL_001470);
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CLOSE_DISPS(globalCtx->state.gfxCtx);
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}
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@@ -801,7 +800,7 @@ void EnItem00_DrawHeartPiece(EnItem00* this, GlobalContext* globalCtx) {
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD);
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gSPDisplayList(POLY_XLU_DISP++, D_0405AAB0);
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gSPDisplayList(POLY_XLU_DISP++, gameplay_keep_DL_05AAB0);
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CLOSE_DISPS(globalCtx->state.gfxCtx);
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}
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+3
-2
@@ -1,4 +1,5 @@
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#include "global.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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void Lights_PointSetInfo(LightInfo* info, s16 x, s16 y, s16 z, u8 r, u8 g, u8 b, s16 radius, s32 type) {
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info->type = type;
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@@ -418,7 +419,7 @@ void Lights_DrawGlow(GlobalContext* globalCtx) {
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gDPSetCombineLERP(dl++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE,
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0);
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gSPDisplayList(dl++, D_04029CB0);
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gSPDisplayList(dl++, gameplay_keep_DL_029CB0);
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do {
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if (light->info->type == LIGHT_POINT_GLOW) {
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@@ -434,7 +435,7 @@ void Lights_DrawGlow(GlobalContext* globalCtx) {
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gSPMatrix(dl++, Matrix_NewMtx(globalCtx->state.gfxCtx),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(dl++, D_04029CF0);
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gSPDisplayList(dl++, gameplay_keep_DL_029CF0);
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}
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}
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