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ovl_En_In OK (#545)
* Initial progress * Further progress * One nonmatching left * Fix merge * OK * Cleanup * Remove unused asm * Use generated reloc * nightFlag changes and requiredObject -> objectIdx * Some suggestions Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com> * Revert nightflag changes, early return after Actor_Kill, objectIdx -> ingoObjBankIndex * Fix accidental nightFlag change in z_sram Co-authored-by: Thar0 <maximilianc64@gmail.com> Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
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@@ -4861,7 +4861,7 @@ u32 func_80035BFC(GlobalContext* globalCtx, s16 arg1) {
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}
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} else {
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if (!Flags_GetEventChkInf(0x18)) {
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if (gSaveContext.nightFlag) {
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if (gSaveContext.nightFlag != 0) {
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retTextId = 0x204E;
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} else if (Flags_GetInfTable(0x9A)) {
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retTextId = 0x2031;
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+1
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@@ -364,7 +364,7 @@ void func_80064824(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdBase*
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gSaveContext.unk_1422 = 1;
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break;
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case 34:
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if (!gSaveContext.nightFlag) {
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if (gSaveContext.nightFlag == 0) {
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gSaveContext.dayTime -= D_8011FB40;
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} else {
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gSaveContext.dayTime -= D_8011FB40 * 2;
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@@ -926,7 +926,7 @@ Gfx sDefaultDisplayList[] = {
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void func_800994A0(GlobalContext* globalCtx) {
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s16 computedEntranceIndex;
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if (gSaveContext.nightFlag) {
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if (gSaveContext.nightFlag != 0) {
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if (LINK_IS_CHILD) {
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computedEntranceIndex = globalCtx->nextEntranceIndex + 1;
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} else {
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