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Fix some dummy label matches (#331)
* Fix some dummy label matches * Remove dummy label in z_en_railgibud * Remove dummy label from z_door_ana.c * Remove dummy label from z_obj_raillift.c * Remove dummy label from z_en_minislime.c * A few more dummy label fixes * Run format, whoops * Add single line between pad and code * Add OPEN/CLOSE_DISPS to GameState_Draw * Add the padding in game.c too (how did I forget this???) * Run format.sh * pad -> requiredScopeTemp
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+32
-23
@@ -68,14 +68,14 @@ void Game_Nop80173534(GameState* gamestate) {
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void GameState_Draw(GameState* gamestate, GraphicsContext* gfxCtx) {
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Gfx* nextDisplayList;
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Gfx* _polyOpa;
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// Unused vars impact regalloc
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Gfx* temp_t2;
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u32 temp_v1;
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Gfx* polyOpa;
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_polyOpa = gfxCtx->polyOpa.p;
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nextDisplayList = Graph_GfxPlusOne(gfxCtx->polyOpa.p);
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gSPDisplayList(gfxCtx->overlay.p++, nextDisplayList);
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OPEN_DISPS(gfxCtx);
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polyOpa = POLY_OPA_DISP;
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nextDisplayList = Graph_GfxPlusOne(POLY_OPA_DISP);
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gSPDisplayList(OVERLAY_DISP++, nextDisplayList);
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if (R_FB_FILTER_TYPE && R_FB_FILTER_ENV_COLOR(3) == 0) {
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GameState_SetFBFilter(&nextDisplayList, (u32)gfxCtx->zbuffer);
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@@ -86,16 +86,22 @@ void GameState_Draw(GameState* gamestate, GraphicsContext* gfxCtx) {
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}
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gSPEndDisplayList(nextDisplayList++);
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Graph_BranchDlist(_polyOpa, nextDisplayList);
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gfxCtx->polyOpa.p = nextDisplayList;
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Graph_BranchDlist(polyOpa, nextDisplayList);
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POLY_OPA_DISP = nextDisplayList;
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lblUnk:; // Label prevents reordering, if(1) around the above block don't seem to help unlike in OoT
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func_800E9F78(gfxCtx);
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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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func_800E9F78(gfxCtx);
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}
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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 Game_ResetSegments(GraphicsContext* gfxCtx) {
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@@ -197,21 +203,24 @@ void Game_StateInit(GameState* gamestate, GameStateFunc gameStateInit, GraphicsC
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gamestate->nextGameStateInit = NULL;
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gamestate->nextGameStateSize = 0U;
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lblUnk:;
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Gamealloc_Init(&gamestate->alloc);
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Game_InitHeap(gamestate, 0x100000);
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Game_SetFramerateDivisor(gamestate, 3);
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{
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s32 requiredScopeTemp;
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gameStateInit(gamestate);
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Gamealloc_Init(&gamestate->alloc);
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Game_InitHeap(gamestate, 0x100000);
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Game_SetFramerateDivisor(gamestate, 3);
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func_80140CE0(&D_801F8010);
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func_801420C0(&D_801F8020);
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func_801418B0(&sMonoColors);
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func_80140898(&D_801F8048);
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func_801773A0(&D_801F7FF0);
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func_8013ED9C();
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gameStateInit(gamestate);
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osSendMesg(&gamestate->gfxCtx->unk5C, NULL, 1);
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func_80140CE0(&D_801F8010);
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func_801420C0(&D_801F8020);
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func_801418B0(&sMonoColors);
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func_80140898(&D_801F8048);
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func_801773A0(&D_801F7FF0);
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func_8013ED9C();
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osSendMesg(&gamestate->gfxCtx->unk5C, NULL, 1);
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}
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}
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void Game_StateFini(GameState* gamestate) {
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