mirror of https://github.com/zeldaret/tp
Match Z2SceneMgr::sceneBgmStart (#2923)
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fc31053cb6
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@ -1103,10 +1103,10 @@ config.libs = [
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Object(MatchingFor(ALL_GCN), "Z2AudioLib/Z2SeMgr.cpp"),
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Object(MatchingFor(ALL_GCN), "Z2AudioLib/Z2SeqMgr.cpp"),
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Object(MatchingFor(ALL_GCN), "Z2AudioLib/Z2StatusMgr.cpp"),
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Object(NonMatching, "Z2AudioLib/Z2SceneMgr.cpp"),
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Object(Equivalent, "Z2AudioLib/Z2SceneMgr.cpp"), # weak func order
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Object(MatchingFor(ALL_GCN), "Z2AudioLib/Z2FxLineMgr.cpp"),
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Object(MatchingFor(ALL_GCN), "Z2AudioLib/Z2SoundInfo.cpp"),
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Object(Equivalent, "Z2AudioLib/Z2Audience.cpp"),
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Object(Equivalent, "Z2AudioLib/Z2Audience.cpp"), # weak func order
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Object(MatchingFor(ALL_GCN), "Z2AudioLib/Z2SoundObject.cpp"),
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Object(MatchingFor(ALL_GCN), "Z2AudioLib/Z2SoundObjMgr.cpp"),
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Object(MatchingFor(ALL_GCN), "Z2AudioLib/Z2Creature.cpp"),
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@ -20,8 +20,8 @@ public:
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JAISoundID() {}
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bool isAnonymous() const { return id_.composite_ == 0xFFFFFFFF; }
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void setAnonymous() { id_.composite_ = 0xFFFFFFFF; }
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bool isAnonymous() const { return id_.composite_ == -1; }
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void setAnonymous() { id_.composite_ = -1; }
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union {
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u32 composite_;
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@ -97,15 +97,14 @@ void JAISeq::releaseChildTracks_() {
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}
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bool JAISeq::prepare_getSeqData_() {
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JAISoundID id(soundID_); // fakematch, should be using getID but it messes up stack
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if (id.isAnonymous()) {
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if (getID().isAnonymous()) {
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return true;
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}
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JAISeqDataMgr* seqDataMgr = inner_.seqMgr->getSeqDataMgr();
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JUT_ASSERT(162, seqDataMgr);
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switch (seqDataMgr->getSeqData(id, &inner_.mSeqData)) {
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switch (seqDataMgr->getSeqData(getID(), &inner_.mSeqData)) {
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case 0:
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OS_REPORT("Failed In Loading Sequence Data:SEQ(0x%08x)\n", getID());
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status_.state.unk = 2;
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@ -182,7 +182,6 @@ void Z2SceneMgr::setFadeInStart(u8 fadeType) {
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inGame = true;
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}
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// NONMATCHING JSULink<JAIStream>::getNext() inlining
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void Z2SceneMgr::setSceneName(char* spot, s32 room, s32 layer) {
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OS_REPORT("[Z2SceneMgr::setSceneName] spot = %s, room = %d, layer = %d\n", spot, room, layer);
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JAISoundID bgm_id = -1;
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@ -1927,7 +1926,6 @@ void Z2SceneMgr::load2ndDynamicWave() {
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}
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}
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// NONMATCHING - extra BGM_ID load
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void Z2SceneMgr::sceneBgmStart() {
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OS_REPORT("[Z2SceneMgr::sceneBgmStart] %08x\n", *(u32*)&BGM_ID);
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inGame = true;
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