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https://github.com/zeldaret/ss
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+21
-19
@@ -417,35 +417,37 @@ bool dFlow_c::handleEventInternal(const MsbFlowInfo *element) {
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dStageMgr_c::GetInstance()->getFlagIndex();
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SceneflagManager::sInstance->unsetTempflag_i(0x3F, (params1n2 >> 16) & 0xFFFF);
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break;
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case EVENT_LIGHT_PILLAR_30: {
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case EVENT_START_MAP_EVENT: {
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s8 p4 = (params1n2 >> 24) & 0xFF;
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s8 p1 = params1n2 & 0xFF;
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s8 p3 = (params1n2 >> 16) & 0xFF;
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s8 p2 = (params1n2 >> 8) & 0xFF;
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s32 val = 1;
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s8 arg1 = (params1n2 >> 16) & 0xFF;
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s8 arg2 = (params1n2 >> 8) & 0xFF;
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s32 mapEvent = 1;
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switch (p1) {
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case 1: val = 4; break;
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case 2: val = 3; break;
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case 3: val = 5; break;
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case 5: val = 7; break;
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case 6: val = 8; break;
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case 7: val = 9; break;
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case 1: mapEvent = dLytMapMain_c::MAP_EVENT_DUNGEON_MAP_GET; break;
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case 2: mapEvent = dLytMapMain_c::MAP_EVENT_MAP_INTRO; break;
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case 3: mapEvent = dLytMapMain_c::MAP_EVENT_FIELD_MAP_CHANGE_5; break;
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case 5: mapEvent = dLytMapMain_c::MAP_EVENT_SIGNAL_ADD; break;
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case 6: mapEvent = dLytMapMain_c::MAP_EVENT_FIELD_MAP_CHANGE_8; break;
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case 7: mapEvent = dLytMapMain_c::MAP_EVENT_GODDESS_CUBE; break;
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}
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dMessage_c::getInstance()->setField_0x32C(val);
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dMessage_c::getInstance()->setField_0x32C(mapEvent);
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dMessage_c::getInstance()->setField_0x329(true);
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if (dMessage_c::getInstance()->getField_0x328() == 0) {
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dMessage_c::getInstance()->setField_0x328(1);
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if (dMessage_c::getInstance()->getInMapEvent() == false) {
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dMessage_c::getInstance()->setInMapEvent(true);
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dMessage_c::getInstance()->clearLightPillarRelatedArgs();
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if (dLytControlGame_c::getInstance()->isStateNormalOrNotInEvent()) {
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dLytControlGame_c::getInstance()->somehowRelatedToEnteringLightPillars(val, p3, p2);
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dLytControlGame_c::getInstance()->somehowRelatedToEnteringLightPillars(
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mapEvent, arg1, arg2
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);
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}
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} else {
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dLytMap_c::GetInstance()->lightPillarRelated(val, p3, p2);
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dLytMap_c::GetInstance()->queueMapEvent(mapEvent, arg1, arg2);
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}
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dMessage_c::getInstance()->storeLightPillarRelatedArg(p4);
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break;
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}
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case EVENT_LIGHT_PILLAR_34: {
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case EVENT_END_MAP_EVENT: {
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// TODO what do these modes do?
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if (params1n2 == 1) {
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if (!dLytControlGame_c::getInstance()->isNotInStateMap()) {
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@@ -463,7 +465,7 @@ bool dFlow_c::handleEventInternal(const MsbFlowInfo *element) {
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dMessage_c::getInstance()->setField_0x32A(1);
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}
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}
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dMessage_c::getInstance()->setField_0x328(0);
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dMessage_c::getInstance()->setInMapEvent(false);
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break;
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}
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case EVENT_SET_STORYFLAG_217:
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@@ -1127,7 +1129,7 @@ bool dFlow_c::advanceUntil(s32 searchType, s32 searchParam3, s32 *pOutParams1n2)
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case EVENT_LOAD_FI_FLOW:
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case EVENT_COUNTER_THRESHOLD:
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case 27: keepGoing = handleEvent(); continue;
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case EVENT_LIGHT_PILLAR_34:
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case EVENT_END_MAP_EVENT:
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if (element->params1n2 == 2) {
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keepGoing = false;
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continue;
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@@ -1762,7 +1764,7 @@ void dMessage_c::executeMinigame() {
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void dMessage_c::init() {
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clearLightPillarRelatedArgs();
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// Probably inlines
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field_0x328 = 0;
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mInMapEvent = false;
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field_0x329 = 0;
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field_0x32A = 0;
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sInstance->setField_0x32C(12);
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