Merge branch 'master' into polypass2

This commit is contained in:
notyourav
2021-01-24 21:30:58 -08:00
committed by GitHub
62 changed files with 881 additions and 803 deletions
+1
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@@ -7,6 +7,7 @@
#include "d/d_bg/d_bg_s/d_bg_s_poly_pass_chk.h"
#include "f/f_pc/f_pc_manager.h"
#include "f/f_pc/f_pc_searcher.h"
#include "m_Do/m_Do_audio/m_Do_audio.h"
#include "m_Do/m_Do_controller_pad/m_Do_controller_pad.h"
u32 daAlink_c::getE3Zhint(void) {
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@@ -5,6 +5,7 @@
#include "d/d_com/d_com_inf_game/d_com_inf_game.h"
#include "f/f_pc/f_pc_searcher.h"
#include "global.h"
#include "m_Do/m_Do_audio/m_Do_audio.h"
#include "m_Do/m_Do_controller_pad/m_Do_controller_pad.h"
extern "C" {
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@@ -7,6 +7,7 @@
#include "d/d_com/d_com_inf_game/d_com_inf_game.h"
#include "f/f_pc/f_pc_searcher.h"
#include "global.h"
#include "m_Do/m_Do_audio/m_Do_audio.h"
#include "m_Do/m_Do_controller_pad/m_Do_controller_pad.h"
extern "C" {
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@@ -5,6 +5,7 @@
#include "d/d_item/d_item/d_item.h"
#include "global.h"
#include "m_Do/m_Do_Reset/m_Do_Reset.h"
#include "m_Do/m_Do_audio/m_Do_audio.h"
#include "m_Do/m_Do_controller_pad/m_Do_controller_pad.h"
#include "m_Do/m_Do_ext/m_Do_ext.h"
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@@ -3,6 +3,7 @@
#include "Z2AudioLib/Z2SeMgr/Z2SeMgr.h"
#include "d/d_com/d_com_inf_game/d_com_inf_game.h"
#include "global.h"
#include "m_Do/m_Do_audio/m_Do_audio.h"
#include "os/OS.h"
extern "C" {
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@@ -4,6 +4,7 @@
#include "Z2AudioLib/Z2SeMgr/Z2SeMgr.h"
#include "d/d_com/d_com_inf_game/d_com_inf_game.h"
#include "global.h"
#include "m_Do/m_Do_audio/m_Do_audio.h"
extern "C" {
// dKyw_setDrawPacketList__FP9J3DPacketi
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@@ -3,6 +3,7 @@
#include "Z2AudioLib/Z2SeMgr/Z2SeMgr.h"
#include "d/d_com/d_com_inf_game/d_com_inf_game.h"
#include "global.h"
#include "m_Do/m_Do_audio/m_Do_audio.h"
extern "C" {
// __ct__14dMeterButton_cFv
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@@ -3,6 +3,7 @@
#include "Z2AudioLib/Z2SeMgr/Z2SeMgr.h"
#include "d/d_com/d_com_inf_game/d_com_inf_game.h"
#include "global.h"
#include "m_Do/m_Do_audio/m_Do_audio.h"
#include "m_Do/m_Do_controller_pad/m_Do_controller_pad.h"
extern "C" {
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@@ -3,6 +3,7 @@
#include "Z2AudioLib/Z2SeMgr/Z2SeMgr.h"
#include "d/d_com/d_com_inf_game/d_com_inf_game.h"
#include "global.h"
#include "m_Do/m_Do_audio/m_Do_audio.h"
extern "C" {
// _create__9dMeter2_cFv
+1
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@@ -3,6 +3,7 @@
#include "Z2AudioLib/Z2SeMgr/Z2SeMgr.h"
#include "d/d_com/d_com_inf_game/d_com_inf_game.h"
#include "global.h"
#include "m_Do/m_Do_audio/m_Do_audio.h"
extern "C" {
// __ct__13dMeter2Draw_cFP10JKRExpHeap
+2 -2
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@@ -900,10 +900,10 @@ void dSv_player_config_c::init(void) {
os_mSoundMode = OSGetSoundMode();
if (os_mSoundMode == SOUND_MODE_MONO) {
this->mSoundMode = SOUND_MODE_MONO;
Z2AudioMgr_NS_setOutputMode(lbl_80451368, SOUND_MODE_MONO);
lbl_80451368->setOutputMode(SOUND_MODE_MONO);
} else {
this->mSoundMode = SOUND_MODE_STEREO;
Z2AudioMgr_NS_setOutputMode(lbl_80451368, SOUND_MODE_STEREO);
lbl_80451368->setOutputMode(SOUND_MODE_STEREO);
}
this->unk2 = 0;
+2 -3
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@@ -30,10 +30,9 @@ void mDoRst_reset(int p1, u32 p2, int p3) {
/* sManager */ lbl_80451550->clearIndex();
mDoDvdErr_ThdCleanup();
cAPICPad_recalibrate__Fv();
if (lbl_80450BB8 != 0) {
if (lbl_80450BB8 != false) {
do {
// uVar2 = lbl_80451368->hasReset();
uVar2 = Z2AudioMgr_NS_hasReset(lbl_80451368);
uVar2 = lbl_80451368->hasReset();
} while ((uVar2 & 0xff) == 0);
}
+96 -1
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@@ -1 +1,96 @@
// ok
#include "m_Do/m_Do_audio/m_Do_audio.h"
#include "JSystem/JAudio2/JAISeMgr/JAISeMgr.h"
#include "JSystem/JAudio2/JAUClusterSound/JAUClusterSound.h"
#include "Z2AudioLib/Z2AudioLib.h"
#include "d/d_com/d_com_inf_game/d_com_inf_game.h"
#include "global.h"
#include "m_Do/m_Do_Reset/m_Do_Reset.h"
#include "m_Do/m_Do_main/m_Do_main.h"
void mDoAud_zelAudio_c::reset(void) {
lbl_80450BBA = false;
}
asm void mDoAud_Create(void) {
nofralloc
#include "m_Do/m_Do_audio/asm/mDoAud_Create.s"
}
void mDoAud_Execute(void) {
if (lbl_80450BB8 == false) {
if ((int)m_Do_Reset_NS_mDoRst_NS_mResetData->field_0x10 == 0 &&
(int)m_Do_Reset_NS_mDoRst_NS_mResetData->field_0x11 == 0) {
mDoAud_Create();
}
} else {
lbl_803DBF4C.gframeProcess();
}
}
void mDoAud_setSceneName(const char* spot, long room, long layer) {
lbl_80451368->sceneMgr.setSceneName((char*)spot, room, layer);
}
bool mDoAud_load1stDynamicWave() {
lbl_80451368->sceneMgr.load1stDynamicWave();
return true;
}
void mDoAud_setFadeOutStart(u8 param_1) {
lbl_80451368->sceneMgr.setFadeOutStart((int)param_1);
}
void mDoAud_setFadeInStart(u8 param_1) {
lbl_80451368->sceneMgr.setFadeInStart((int)param_1);
}
void mDoAud_resetProcess() {
if (lbl_80450BB9 == false) {
lbl_80451368->resetProcess(0x1e, false);
lbl_80450BB9 = true;
}
}
bool mDoAud_resetRecover(void) {
if (lbl_80450BB9) {
bool hasReset = lbl_80451368->hasReset();
if (hasReset == false) {
return false;
}
lbl_80451368->resetRecover();
lbl_80450BB9 = false;
}
return true;
}
extern "C" {
asm void __sinit_m_Do_audio_cpp(void) {
nofralloc
#include "m_Do/m_Do_audio/asm/__sinit_m_Do_audio_cpp.s"
}
}
asm mDoAud_zelAudio_c::~mDoAud_zelAudio_c() {
nofralloc
#include "m_Do/m_Do_audio/asm/mDoAud_zelAudio_c_NS_dtor.s"
}
asm Z2AudioMgr::~Z2AudioMgr(void) {
nofralloc
#include "m_Do/m_Do_audio/asm/Z2AudioMgr_NS_dtor.s"
}
asm JAISoundHandle::~JAISoundHandle() {
nofralloc
#include "m_Do/m_Do_audio/asm/JAISoundHandle_NS_dtor.s"
}
asm Z2MultiSeObj::~Z2MultiSeObj() {
nofralloc
#include "m_Do/m_Do_audio/asm/Z2MultiSeObj_NS_dtor.s"
}
asm JAISeCategoryMgr::~JAISeCategoryMgr() {
nofralloc
#include "m_Do/m_Do_audio/asm/JAISeCategoryMgr_NS_dtor.s"
}
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@@ -3,6 +3,7 @@
#include "d/d_com/d_com_inf_game/d_com_inf_game.h"
#include "dvd/dvd.h"
#include "global.h"
#include "m_Do/m_Do_audio/m_Do_audio.h"
#include "m_Do/m_Do_controller_pad/m_Do_controller_pad.h"
#include "m_Do/m_Do_dvd_thread/m_Do_dvd_thread.h"
#include "m_Do/m_Do_ext/m_Do_ext.h"