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https://github.com/zeldaret/tmc
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@@ -212,7 +212,7 @@ u32 UpdatePlayerCollision(void) {
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if ((((gPlayerState.flags & (PL_FLAGS10000 | PL_FLAGS2)) != 0) ||
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((gPlayerState.sword_state & 0x10) != 0)) ||
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((DoApplicableTransition(gPlayerEntity.base.x.HALF.HI - gRoomControls.origin_x,
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gPlayerEntity.base.y.HALF.HI - gRoomControls.origin_y, index, 5) == 0 &&
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gPlayerEntity.base.y.HALF.HI - gRoomControls.origin_y, index, 5) == 0 &&
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(((gPlayerState.heldObject != 0 || ((gPlayerState.gustJarState & 0xf) != 0)) ||
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(sub_0807BD14(&gPlayerEntity.base, index) == 0)))))) {
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return 3;
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@@ -274,8 +274,9 @@ u32 UpdatePlayerCollision(void) {
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}
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ptr1 = &gUnk_080B4478[gPlayerEntity.base.animationState & 6];
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transition = FindApplicableAreaTransition((gPlayerEntity.base.x.HALF.HI - gRoomControls.origin_x) + ptr1[0],
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(gPlayerEntity.base.y.HALF.HI - gRoomControls.origin_y) + ptr1[1]);
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transition =
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FindApplicableAreaTransition((gPlayerEntity.base.x.HALF.HI - gRoomControls.origin_x) + ptr1[0],
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(gPlayerEntity.base.y.HALF.HI - gRoomControls.origin_y) + ptr1[1]);
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if (transition == NULL) {
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return 0;
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}
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@@ -124,12 +124,8 @@ void (*const gUnk_080CED74[])(MazaalHeadEntity*) = {
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sub_08034BA0,
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};
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const s8 gUnk_080CED84[] = { 0x0d, 0x10, -0xd, 0x10 };
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const Transition gUnk_080CED88 = {
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1, 0, 0, 0x88, 0xf8, 0, AREA_INNER_MAZAAL, ROOM_INNER_MAZAAL_PHASE_1, 1, 0, 0, 0
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};
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const Transition gUnk_080CED9C = {
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1, 0, 0, 0x88, 0xf8, 0, AREA_INNER_MAZAAL, ROOM_INNER_MAZAAL_MAIN, 1, 0, 0, 0
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};
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const Transition gUnk_080CED88 = { 1, 0, 0, 0x88, 0xf8, 0, AREA_INNER_MAZAAL, ROOM_INNER_MAZAAL_PHASE_1, 1, 0, 0, 0 };
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const Transition gUnk_080CED9C = { 1, 0, 0, 0x88, 0xf8, 0, AREA_INNER_MAZAAL, ROOM_INNER_MAZAAL_MAIN, 1, 0, 0, 0 };
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void MazaalHead(MazaalHeadEntity* this) {
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MazaalHead_Functions[GetNextFunction(super)](this);
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@@ -192,9 +192,7 @@ const Coords gUnk_080D13D8[] = { { .HALF = { -0x60, 0x80 } }, { .HALF = { 0x60,
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const u8 gUnk_080D13E0[] = { 0xc, 0xe, 0x10 };
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const u8 gUnk_080D13E3[] = { 8, 9, 10, 4, 4, 5 };
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const s8 gUnk_080D13E9[] = { -8, 8 };
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const Transition gUnk_080D13EC = {
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1, 0, 0, 0x98, 0xb8, 0, AREA_VAATIS_ARMS, ROOM_VAATIS_ARMS_FIRST, 1, 0, 0, 0
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};
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const Transition gUnk_080D13EC = { 1, 0, 0, 0x98, 0xb8, 0, AREA_VAATIS_ARMS, ROOM_VAATIS_ARMS_FIRST, 1, 0, 0, 0 };
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const u16 gUnk_080D1400[][5] = {
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{ 0x8000, 0x7000, 0x6000, 0x5000, 0x4000 },
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{ 0x8000, -0x7000, -0x6000, -0x5000, -0x4000 },
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@@ -11,7 +11,7 @@
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#include "room.h"
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#include "scroll.h"
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#include "tiles.h"
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#ifndef EU
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#ifndef EU
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#endif
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void DiggingCaveEntranceManager_Main(DiggingCaveEntranceManager*);
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@@ -45,7 +45,7 @@ void MinishPortalManager_Main(MinishPortalManager* this) {
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}
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if (GetActTileAtRoomCoords(this->unk_38, this->unk_3a, super->timer) == ACT_TILE_61) {
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CreateMagicSparklesFxAt(this->unk_38 + gRoomControls.origin_x, this->unk_3a + gRoomControls.origin_y,
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super->timer);
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super->timer);
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if (super->subtimer == 0) {
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super->subtimer = 1;
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SoundReq(SFX_NEAR_PORTAL);
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+2
-2
@@ -841,13 +841,13 @@ static void sub_08056FBC(TextRender* ctb) {
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* @param number number to convert
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* @param string output string buffer (at least 8 bytes in size)
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* @return number of character written (NOT including null terminator)
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*/
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*/
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u32 NumberToAscii(u32 number, String8* string) {
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int j;
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int i;
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int length;
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u8 buffer[8];
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char * const output = string->s;
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char* const output = string->s;
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number = EncodeBCD(number) & 0xfffffff;
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length = 0;
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@@ -506,7 +506,7 @@ void sub_08085D60(LilypadLargeEntity* this) {
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if (GetCollisionDataRelativeTo(super, tmpX, tmpY) == COLLISION_DATA_255) {
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if (DoApplicableTransition((super->x.HALF.HI - gRoomControls.origin_x) + tmpX,
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(super->y.HALF.HI - gRoomControls.origin_y) + tmpY, r4, 5) == 0) {
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(super->y.HALF.HI - gRoomControls.origin_y) + tmpY, r4, 5) == 0) {
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if (sub_0807BD14(&gPlayerEntity.base, r4 >> 3) != 0) {
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super->direction = r4;
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sub_08085E74(this);
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+1
-2
@@ -619,8 +619,7 @@ const Transition* FindApplicableAreaTransition(u32 pos_x, u32 pos_y) {
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const Transition* transition = gArea.pCurrentRoomInfo->exits;
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u32 warp_types = 0xa;
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while (transition->warp_type != WARP_TYPE_END_OF_LIST) {
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if (((1 << transition->warp_type) & warp_types) != 0 &&
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IsPosInTransitionRect(transition, pos_x, pos_y, 0)) {
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if (((1 << transition->warp_type) & warp_types) != 0 && IsPosInTransitionRect(transition, pos_x, pos_y, 0)) {
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return transition;
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}
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transition++;
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