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https://github.com/zeldaret/oot
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[headers] Create letterbox.h, move more protos from functions.h (#2225)
* [headers] Create z64shrink_window.h, move more protos from functions.h * format * include * bss * letterbox.h
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@@ -5,8 +5,12 @@
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#include "z64light.h"
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#include "z64dma.h"
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struct GameOverContext;
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struct MessageContext;
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struct PauseContext;
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struct PlayState;
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struct SkyboxContext;
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struct View;
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#define FILL_SCREEN_OPA (1 << 0)
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#define FILL_SCREEN_XLU (1 << 1)
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@@ -241,4 +245,45 @@ extern u16 gTimeSpeed;
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void Environment_UpdateSkybox(u8 skyboxId, EnvironmentContext* envCtx, struct SkyboxContext* skyboxCtx);
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void Environment_DrawSkyboxFilters(struct PlayState* play);
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s32 Environment_ZBufValToFixedPoint(s32 zBufferVal);
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u16 Environment_GetPixelDepth(s32 x, s32 y);
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void Environment_GraphCallback(struct GraphicsContext* gfxCtx, void* param);
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void Environment_Init(struct PlayState* play2, EnvironmentContext* envCtx, s32 unused);
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u8 Environment_SmoothStepToU8(u8* pvalue, u8 target, u8 scale, u8 step, u8 minStep);
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u8 Environment_SmoothStepToS8(s8* pvalue, s8 target, u8 scale, u8 step, u8 minStep);
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f32 Environment_LerpWeight(u16 max, u16 min, u16 val);
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f32 Environment_LerpWeightAccelDecel(u16 endFrame, u16 startFrame, u16 curFrame, u16 accelDuration, u16 decelDuration);
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void Environment_EnableUnderwaterLights(struct PlayState* play, s32 waterLightsIndex);
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void Environment_DisableUnderwaterLights(struct PlayState* play);
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void Environment_Update(struct PlayState* play, EnvironmentContext* envCtx, LightContext* lightCtx,
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struct PauseContext* pauseCtx, struct MessageContext* msgCtx,
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struct GameOverContext* gameOverCtx, struct GraphicsContext* gfxCtx);
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void Environment_DrawSunAndMoon(struct PlayState* play);
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void Environment_DrawSunLensFlare(struct PlayState* play, EnvironmentContext* envCtx, struct View* view,
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struct GraphicsContext* gfxCtx, Vec3f pos, s32 unused);
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void Environment_DrawLensFlare(struct PlayState* play, EnvironmentContext* envCtx, struct View* view,
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struct GraphicsContext* gfxCtx, Vec3f pos, s32 unused, s16 scale, f32 colorIntensity,
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s16 glareStrength, u8 isSun);
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void Environment_DrawRain(struct PlayState* play, struct View* view, struct GraphicsContext* gfxCtx);
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void Environment_ChangeLightSetting(struct PlayState* play, u32 lightSetting);
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void Environment_UpdateLightningStrike(struct PlayState* play);
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void Environment_AddLightningBolts(struct PlayState* play, u8 num);
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void Environment_DrawLightning(struct PlayState* play, s32 unused);
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void Environment_PlaySceneSequence(struct PlayState* play);
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void Environment_DrawCustomLensFlare(struct PlayState* play);
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void Environment_InitGameOverLights(struct PlayState* play);
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void Environment_FadeInGameOverLights(struct PlayState* play);
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void Environment_FadeOutGameOverLights(struct PlayState* play);
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void Environment_FillScreen(struct GraphicsContext* gfxCtx, u8 red, u8 green, u8 blue, u8 alpha, u8 drawFlags);
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void Environment_DrawSandstorm(struct PlayState* play, u8 sandstormState);
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void Environment_AdjustLights(struct PlayState* play, f32 arg1, f32 arg2, f32 arg3, f32 arg4);
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s32 Environment_GetBgsDayCount(void);
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void Environment_ClearBgsDayCount(void);
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s32 Environment_GetTotalDays(void);
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void Environment_ForcePlaySequence(u16 seqId);
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s32 Environment_IsForcedSequenceDisabled(void);
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void Environment_PlayStormNatureAmbience(struct PlayState* play);
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void Environment_StopStormNatureAmbience(struct PlayState* play);
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void Environment_WarpSongLeave(struct PlayState* play);
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#endif
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