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Scene Changes (#114)
* match function * major cleanups * rename switch functions * use graph_alloc to fix fake matches * more documentation * more matches, lots of changes * lots more work * format * Update z_scene_proc.c * very hard lagrange interpolation function OK! * remove any remaining * documentation done, only two functions left * a few more things * one function left! * document another oot leftover * last function decompiled, not matched yet * scene_proc complete * start work on z_scene * done with z_scene * remove unessecary typedefs * fix some things to remove warnings * Add z_scene_table and decomp data * Delete ctx.c * add draw cfg enum * cleanup * most scene table functions done * done for now * all scene files done * Update include/z64scene.h Co-authored-by: Anghelo Carvajal <anghelo.carvajal.14@sansano.usm.cl> * add missing macros * fix some renames * scene texture file rename * added temporary structs so it still builds * more structs * even more old structs * fix boyo * should fix compile error * lets hope nothing broke * ub comment back Co-authored-by: Anghelo Carvajal <anghelo.carvajal.14@sansano.usm.cl>
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@@ -171,7 +171,7 @@ void Actor_TargetContextInit(TargetContext* targetCtxt, Actor* actor, GlobalCont
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#pragma GLOBAL_ASM("./asm/non_matchings/code/z_actor//func_800B5814.asm")
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u32 Actor_GetSwitchFlag(GlobalContext* ctxt, s32 flag) {
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u32 Flags_GetSwitch(GlobalContext* ctxt, s32 flag) {
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if (flag >= 0 && flag < 0x80) {
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return ctxt->actorCtx.switchFlags[(flag & -0x20) >> 5] & (1 << (flag & 0x1F));
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}
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@@ -327,7 +327,7 @@ void Actor_SetScale(Actor* actor, f32 scale) {
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void Actor_SetObjectSegment(GlobalContext* ctxt, Actor* actor) {
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// TODO: Segment number enum
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gSegments[6] = PHYSICAL_TO_VIRTUAL(ctxt->sceneContext.objects[actor->objBankIndex].segment);
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gSegments[6] = PHYSICAL_TO_VIRTUAL(ctxt->objectCtx.status[actor->objBankIndex].segment);
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}
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#if 0
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@@ -351,7 +351,7 @@ void Actor_InitToDefaultValues(Actor* actor, GlobalContext* ctxt) {
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actor->naviMsgId = 255;
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Actor_Setshape(&actor->shape, 0, 0, 0);
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if (Scene_IsObjectLoaded(&ctxt->sceneContext, actor->objBankIndex) != 0) {
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if (Object_IsLoaded(&ctxt->objectCtx, actor->objBankIndex) != 0) {
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Actor_SetObjectSegment(ctxt, actor);
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actor->init(actor, ctxt);
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actor->init = NULL;
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