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https://github.com/zeldaret/mm.git
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small docs
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+10
-10
@@ -204,16 +204,16 @@ void Cutscene_Command_Misc(PlayState* play2, CutsceneContext* csCtx, CsCmdBase*
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}
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break;
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case 0xA:
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D_801F6D30.r = 255;
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D_801F6D30.g = 255;
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D_801F6D30.b = 255;
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D_801F6D30.a = 255 * progress;
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gVisMonoColor.r = 255;
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gVisMonoColor.g = 255;
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gVisMonoColor.b = 255;
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gVisMonoColor.a = 255 * progress;
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break;
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case 0xB:
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D_801F6D30.r = 255;
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D_801F6D30.g = 180;
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D_801F6D30.b = 100;
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D_801F6D30.a = 255 * progress;
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gVisMonoColor.r = 255;
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gVisMonoColor.g = 180;
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gVisMonoColor.b = 100;
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gVisMonoColor.a = 255 * progress;
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break;
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case 0xC:
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play->roomCtx.currRoom.segment = NULL;
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@@ -234,10 +234,10 @@ void Cutscene_Command_Misc(PlayState* play2, CutsceneContext* csCtx, CsCmdBase*
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}
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break;
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case 0xE:
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play->unk_18845 = 1;
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play->haltAllActors = true;
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break;
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case 0xF:
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play->unk_18845 = 0;
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play->haltAllActors = false;
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break;
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case 0x10:
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if (isStartFrame) {
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+5
-5
@@ -15,7 +15,7 @@ extern FbDemoStruct sTrnsnUnk;
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extern u16* D_801F6D0C;
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extern s32 gTrnsnUnkState;
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extern VisMono D_801F6D18;
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extern Color_RGBA8 D_801F6D30;
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extern Color_RGBA8 gVisMonoColor;
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extern Struct_80140E80 D_801F6D38;
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extern Struct_80140E80* D_801F6D4C;
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extern HiresoStruct D_801F6D50;
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@@ -993,7 +993,7 @@ void Play_Update(PlayState* this) {
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CollisionCheck_OC(this, &this->colChkCtx);
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CollisionCheck_Damage(this, &this->colChkCtx);
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CollisionCheck_ClearContext(this, &this->colChkCtx);
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if (this->unk_18845 == 0) {
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if (!this->haltAllActors) {
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Actor_UpdateAll(this, &this->actorCtx);
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}
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Cutscene_Update1(this, &this->csCtx);
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@@ -1008,7 +1008,7 @@ void Play_Update(PlayState* this) {
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Room_nop8012D510(this, &this->roomCtx.currRoom, &pad58[1], 0);
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Room_nop8012D510(this, &this->roomCtx.prevRoom, &pad58[1], 1);
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SkyboxDraw_Noop(&this->skyboxCtx);
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SkyboxDraw_Update(&this->skyboxCtx);
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if ((this->pauseCtx.state != 0) || (this->pauseCtx.debugEditor != DEBUG_EDITOR_NONE)) {
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KaleidoScopeCall_Update(this);
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@@ -1972,7 +1972,7 @@ void Play_Init(GameState* thisx) {
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this->transitionTrigger = TRANS_TRIGGER_END;
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this->unk_18876 = 0;
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this->bgCoverAlpha = 0;
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this->unk_18845 = 0;
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this->haltAllActors = false;
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this->unk_18844 = 0;
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if (gSaveContext.gameMode != 1) {
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@@ -1993,7 +1993,7 @@ void Play_Init(GameState* thisx) {
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TransitionFade_Start(&this->unk_18E48);
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VisMono_Init(&D_801F6D18);
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D_801F6D30.a = 0;
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gVisMonoColor.a = 0;
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D_801F6D4C = &D_801F6D38;
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func_80140E80(D_801F6D4C);
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D_801F6D4C->lodProportion = 0.0f;
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@@ -63,5 +63,5 @@ void SkyboxDraw_Draw(SkyboxContext* skyboxCtx, GraphicsContext* gfxCtx, s16 skyb
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CLOSE_DISPS(gfxCtx);
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}
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void SkyboxDraw_Noop(SkyboxContext* skyboxCtx) {
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void SkyboxDraw_Update(SkyboxContext* skyboxCtx) {
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}
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