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Use CURRENT_TIME Macro (#1514)
* use CURRENT_TIME macro * add comment * cleanup brackets
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+11
-13
@@ -4477,9 +4477,8 @@ void Interface_DrawClock(PlayState* play) {
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OVERLAY_DISP = Gfx_DrawTexRect4b(OVERLAY_DISP, gThreeDayClockBorderTex, 4, 64, 50, 96, 168, 128, 50, 1, 6,
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0, 1 << 10, 1 << 10);
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if (((CURRENT_DAY >= 4) ||
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((CURRENT_DAY == 3) && (((void)0, gSaveContext.save.time) >= (CLOCK_TIME(0, 0) + 5)) &&
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(((void)0, gSaveContext.save.time) < CLOCK_TIME(6, 0))))) {
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if (((CURRENT_DAY >= 4) || ((CURRENT_DAY == 3) && (CURRENT_TIME >= (CLOCK_TIME(0, 0) + 5)) &&
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(CURRENT_TIME < CLOCK_TIME(6, 0))))) {
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Gfx_SetupDL42_Overlay(play->state.gfxCtx);
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gSPMatrix(OVERLAY_DISP++, &gIdentityMtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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} else {
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@@ -4601,7 +4600,7 @@ void Interface_DrawClock(PlayState* play) {
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D_801BF974 ^= 1;
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}
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timeInSeconds = TIME_TO_SECONDS_F(gSaveContext.save.time);
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timeInSeconds = TIME_TO_SECONDS_F(CURRENT_TIME);
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timeInSeconds -= ((s16)(timeInSeconds / 3600.0f)) * 3600.0f;
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Gfx_SetupDL42_Overlay(play->state.gfxCtx);
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@@ -4640,7 +4639,7 @@ void Interface_DrawClock(PlayState* play) {
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// determines the current hour
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for (sp1C6 = 0; sp1C6 <= 24; sp1C6++) {
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if (((void)0, gSaveContext.save.time) < sThreeDayClockHours[sp1C6 + 1]) {
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if (CURRENT_TIME < sThreeDayClockHours[sp1C6 + 1]) {
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break;
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}
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}
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@@ -4648,7 +4647,7 @@ void Interface_DrawClock(PlayState* play) {
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/**
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* Section: Draw Three-Day Clock's Sun (for the Day-Time Hours Tracker)
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*/
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time = gSaveContext.save.time;
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time = CURRENT_TIME;
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sp1D8 = Math_SinS(time) * -40.0f;
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temp_f14 = Math_CosS(time) * -34.0f;
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@@ -4691,7 +4690,7 @@ void Interface_DrawClock(PlayState* play) {
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/**
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* Section: Draws Three-Day Clock's Hour Digit Above the Sun
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*/
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sp1CC = gSaveContext.save.time * 0.000096131f; // (2.0f * 3.15f / 0x10000)
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sp1CC = CURRENT_TIME * 0.000096131f; // (2.0f * 3.15f / 0x10000)
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// Rotates Three-Day Clock's Hour Digit To Above the Sun
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Matrix_Translate(0.0f, R_THREE_DAY_CLOCK_Y_POS / 10.0f, 0.0f, MTXMODE_NEW);
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@@ -4741,9 +4740,8 @@ void Interface_DrawClock(PlayState* play) {
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// Final Hours
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if ((CURRENT_DAY >= 4) ||
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((CURRENT_DAY == 3) && (((void)0, gSaveContext.save.time) >= (CLOCK_TIME(0, 0) + 5)) &&
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(((void)0, gSaveContext.save.time) < CLOCK_TIME(6, 0)))) {
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if (((void)0, gSaveContext.save.time) >= CLOCK_TIME(5, 0)) {
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((CURRENT_DAY == 3) && (CURRENT_TIME >= (CLOCK_TIME(0, 0) + 5)) && (CURRENT_TIME < CLOCK_TIME(6, 0)))) {
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if (CURRENT_TIME >= CLOCK_TIME(5, 0)) {
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// The Final Hours clock will flash red
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colorStep = ABS_ALT(sFinalHoursClockDigitsRed -
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@@ -7033,7 +7031,7 @@ void Interface_Update(PlayState* play) {
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if (play->envCtx.sceneTimeSpeed != 0) {
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if (gSaveContext.sunsSongState != SUNSSONG_SPEED_TIME) {
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sIsSunsPlayedAtDay = false;
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if ((gSaveContext.save.time >= CLOCK_TIME(6, 0)) && (gSaveContext.save.time <= CLOCK_TIME(18, 0))) {
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if ((CURRENT_TIME >= CLOCK_TIME(6, 0)) && (CURRENT_TIME <= CLOCK_TIME(18, 0))) {
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sIsSunsPlayedAtDay = true;
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}
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@@ -7042,7 +7040,7 @@ void Interface_Update(PlayState* play) {
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R_TIME_SPEED = 400;
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} else if (!sIsSunsPlayedAtDay) {
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// Nighttime
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if ((gSaveContext.save.time >= CLOCK_TIME(6, 0)) && (gSaveContext.save.time <= CLOCK_TIME(18, 0))) {
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if ((CURRENT_TIME >= CLOCK_TIME(6, 0)) && (CURRENT_TIME <= CLOCK_TIME(18, 0))) {
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// Daytime has been reached. End suns song effect
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gSaveContext.sunsSongState = SUNSSONG_INACTIVE;
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R_TIME_SPEED = sPrevTimeSpeed;
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@@ -7050,7 +7048,7 @@ void Interface_Update(PlayState* play) {
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}
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} else {
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// Daytime
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if (gSaveContext.save.time > CLOCK_TIME(18, 0)) {
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if (CURRENT_TIME > CLOCK_TIME(18, 0)) {
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// Nighttime has been reached. End suns song effect
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gSaveContext.sunsSongState = SUNSSONG_INACTIVE;
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R_TIME_SPEED = sPrevTimeSpeed;
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