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Small Misc Clean (#1751)
* Fix z64item comment * titleCtxt -> titleCtx * combine gfx buffers bss into 1 file
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+4
-4
@@ -978,7 +978,7 @@ void TitleCard_Draw(GameState* gameState, TitleCardContext* titleCtx) {
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// unused
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s32 func_800B6434(PlayState* play, TitleCardContext* titleCtx) {
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if ((play->actorCtx.titleCtxt.delayTimer != 0) || (play->actorCtx.titleCtxt.alpha != 0)) {
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if ((play->actorCtx.titleCtx.delayTimer != 0) || (play->actorCtx.titleCtx.alpha != 0)) {
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titleCtx->durationTimer = 0;
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titleCtx->delayTimer = 0;
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return false;
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@@ -2499,7 +2499,7 @@ void Actor_InitContext(PlayState* play, ActorContext* actorCtx, ActorEntry* acto
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actorCtx->sceneFlags.collectible[0] = cycleFlags->collectible;
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actorCtx->sceneFlags.clearedRoom = cycleFlags->clearedRoom;
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TitleCard_ContextInit(&play->state, &actorCtx->titleCtxt);
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TitleCard_ContextInit(&play->state, &actorCtx->titleCtx);
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Actor_InitPlayerImpact(play);
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actorCtx->absoluteSpace = NULL;
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@@ -2759,7 +2759,7 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
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Attention_Update(&actorCtx->attention, player, actor, play);
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}
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TitleCard_Update(&play->state, &actorCtx->titleCtxt);
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TitleCard_Update(&play->state, &actorCtx->titleCtx);
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Actor_UpdatePlayerImpact(play);
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DynaPoly_UpdateBgActorTransforms(play, &play->colCtx.dyna);
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}
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@@ -3130,7 +3130,7 @@ void Actor_DrawAll(PlayState* play, ActorContext* actorCtx) {
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Lights_DrawGlow(play);
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}
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TitleCard_Draw(&play->state, &actorCtx->titleCtxt);
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TitleCard_Draw(&play->state, &actorCtx->titleCtx);
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CLOSE_DISPS(play->state.gfxCtx);
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}
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