mirror of
https://github.com/zeldaret/af.git
synced 2026-10-02 07:49:50 -04:00
+10
-10
@@ -60,7 +60,7 @@ void Actor_position_move(Actor* actor) {
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speedRate = game_GameFrame_2F;
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kankyo->unk_C0(actor);
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kankyo->nature.proc(actor);
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actor->world.pos.x += actor->velocity.x * speedRate + actor->colStatus.displacement.x;
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actor->world.pos.y += actor->velocity.y * speedRate + actor->colStatus.displacement.y;
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@@ -1111,26 +1111,26 @@ Hilite* HiliteReflect_light_init(xyz_t* object, xyz_t* eye, xyz_t* lightDir, Gra
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Hilite* Setpos_HiliteReflect_init(xyz_t* object, Game_Play* game_play) {
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xyz_t sp24;
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sp24.x = game_play->kankyo.unk_02;
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sp24.y = game_play->kankyo.unk_03;
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sp24.z = game_play->kankyo.unk_04;
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sp24.x = game_play->kankyo.sunLight.lights.diffuse.x;
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sp24.y = game_play->kankyo.sunLight.lights.diffuse.y;
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sp24.z = game_play->kankyo.sunLight.lights.diffuse.z;
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return HiliteReflect_init(object, &game_play->view.eye, &sp24, game_play->state.gfxCtx);
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}
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Hilite* Setpos_HiliteReflect_xlu_init(xyz_t* object, Game_Play* game_play) {
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xyz_t sp24;
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sp24.x = game_play->kankyo.unk_02;
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sp24.y = game_play->kankyo.unk_03;
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sp24.z = game_play->kankyo.unk_04;
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sp24.x = game_play->kankyo.sunLight.lights.diffuse.x;
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sp24.y = game_play->kankyo.sunLight.lights.diffuse.y;
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sp24.z = game_play->kankyo.sunLight.lights.diffuse.z;
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return HiliteReflect_xlu_init(object, &game_play->view.eye, &sp24, game_play->state.gfxCtx);
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}
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Hilite* Setpos_HiliteReflect_light_init(xyz_t* object, Game_Play* game_play) {
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xyz_t sp24;
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sp24.x = game_play->kankyo.unk_02;
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sp24.y = game_play->kankyo.unk_03;
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sp24.z = game_play->kankyo.unk_04;
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sp24.x = game_play->kankyo.sunLight.lights.diffuse.x;
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sp24.y = game_play->kankyo.sunLight.lights.diffuse.y;
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sp24.z = game_play->kankyo.sunLight.lights.diffuse.z;
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return HiliteReflect_xlu_init(object, &game_play->view.eye, &sp24, game_play->state.gfxCtx);
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}
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@@ -261,7 +261,7 @@ void mActorShadow_DrawActorShadow(Actor* actor, ShadowInfo* shadow, Game* game,
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}
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gSPMatrix(SHADOW_DISP++, _Matrix_to_Mtx_new(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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mEnv_GetShadowPrimColor_Light(&r, &g, &b, &play->state);
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mEnv_GetShadowPrimColor_Light(&r, &g, &b, play);
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gDPSetPrimColor(SHADOW_DISP++, 0, 0xFF, r, g, b, (u8)alpha);
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if ((shadow->kind == 0) && (id == 0)) {
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+1649
File diff suppressed because it is too large
Load Diff
+1
-1
@@ -2329,7 +2329,7 @@ void mNpc_AddNpc_inNpcRoom(FieldMakeMoveActor* moveActor, u8 bx, u8 bz) {
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}
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}
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} else if (fieldId == 0x300A) {
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animalIdInField = func_8008033C_jp(0xE, 0xF);
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animalIdInField = mEv_get_save_area(0xE, 0xF);
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if (animalIdInField != NULL) {
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npcId = *animalIdInField;
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currentNpc = common_data.save.animals[npcId].id.npcId;
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@@ -11,6 +11,7 @@
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#include "m_handbill.h"
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#include "m_house.h"
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#include "6DA460.h"
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#include "prevent_bss_reordering.h"
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PrivateInfo g_foreigner_private;
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Mail_c l_mpr_mail;
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+20
-20
@@ -522,7 +522,7 @@ void Scene_player_select(s32 sceneNo, s32 npcActor) {
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mNpc_RegistEventNpc(npcActor, npcId, npcId, common_data.save.animals[found].cloth);
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}
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void Scene_Proc_Ctrl_Actor_Ptr(Game_Play* play, SceneData* scene_data);
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void Scene_Proc_Ctrl_Actor_Ptr(Game_Play* play, SceneData* sceneData);
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void Scene_Proc_MyRoom_ct(Game_Play* play, SceneData* data);
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@@ -562,12 +562,12 @@ void Scene_ct(Game_Play* play, SceneData* sceneData) {
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Scene_player_select(SCENE_PLAYERSELECT_SAVE, 0xD06A); // save
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}
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void Scene_Proc_Player_Ptr(Game_Play* play, SceneData* scene_data) {
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void Scene_Proc_Player_Ptr(Game_Play* play, SceneData* sceneData) {
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static s16 angle_table[] = {
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0x0000, 0x2000, 0x4000, 0x6000, 0x8000, 0xA000, 0xC000, 0xE000,
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};
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ActorEntry* data = Lib_SegmentedToVirtual(scene_data->actor.actorDataPtr);
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ActorEntry* data = Lib_SegmentedToVirtual(sceneData->actor.actorDataPtr);
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play->unk_1EA8 = data;
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@@ -581,30 +581,30 @@ void Scene_Proc_Player_Ptr(Game_Play* play, SceneData* scene_data) {
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mSM_Object_Exchange_keep_new_Menu(play);
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}
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void Scene_Proc_Ctrl_Actor_Ptr(Game_Play* play, SceneData* scene_data) {
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s16* data = scene_data->controlActor.ctrlActorDataPtr;
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void Scene_Proc_Ctrl_Actor_Ptr(Game_Play* play, SceneData* sceneData) {
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s16* data = sceneData->controlActor.ctrlActorDataPtr;
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play->unk_1EA6 = scene_data->controlActor.numCtrlActors;
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play->unk_1EA6 = sceneData->controlActor.numCtrlActors;
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play->unk_1EB0 = Lib_SegmentedToVirtual(data);
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}
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void Scene_Proc_Actor_Ptr(Game_Play* play, SceneData* scene_data) {
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ActorEntry* data = scene_data->actor.actorDataPtr;
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void Scene_Proc_Actor_Ptr(Game_Play* play, SceneData* sceneData) {
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ActorEntry* data = sceneData->actor.actorDataPtr;
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play->unk_1EA5 = scene_data->actor.numActors;
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play->unk_1EA5 = sceneData->actor.numActors;
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play->unk_1EAC = Lib_SegmentedToVirtual(data);
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}
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void Scene_Proc_Object_Exchange_Bank_Ptr(Game_Play* play, SceneData* scene_data) {
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void Scene_Proc_Object_Exchange_Bank_Ptr(Game_Play* play, SceneData* sceneData) {
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play->unk_1EA7 = scene_data->objectBank.numBanks;
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play->unk_1EB4 = Lib_SegmentedToVirtual(scene_data->objectBank.banksDataPtr);
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play->unk_1EA7 = sceneData->objectBank.numBanks;
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play->unk_1EB4 = Lib_SegmentedToVirtual(sceneData->objectBank.banksDataPtr);
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}
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void Scene_Proc_Door_Data_Ptr(Game_Play* play, SceneData* scene_data) {
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DoorData* data = scene_data->doorData.doorDataPtr;
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void Scene_Proc_Door_Data_Ptr(Game_Play* play, SceneData* sceneData) {
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DoorData* data = sceneData->doorData.doorDataPtr;
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play->sceneDoorInfo.numDoors = scene_data->doorData.numDoors;
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play->sceneDoorInfo.numDoors = sceneData->doorData.numDoors;
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play->sceneDoorInfo.doorDataPtr = Lib_SegmentedToVirtual(data);
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}
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@@ -612,7 +612,7 @@ void Door_info_ct(DoorInfo* door_info) {
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door_info->numDoors = 0;
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}
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void Scene_Proc_Sound(UNUSED Game_Play* play, UNUSED SceneData* scene_data) {
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void Scene_Proc_Sound(UNUSED Game_Play* play, UNUSED SceneData* sceneData) {
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}
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void set_item_info(Game_Play* play, SceneDataField* field) {
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@@ -636,10 +636,10 @@ void set_item_info(Game_Play* play, SceneDataField* field) {
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}
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}
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void Scene_Proc_Field_ct(Game_Play* play, SceneData* scene_data) {
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mFM_SetFieldInitData(scene_data->field.bgNum, scene_data->field.bgDispSize);
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set_item_info(play, &scene_data->field);
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common_data.unk_10002 = scene_data->field.drawType;
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void Scene_Proc_Field_ct(Game_Play* play, SceneData* sceneData) {
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mFM_SetFieldInitData(sceneData->field.bgNum, sceneData->field.bgDispSize);
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set_item_info(play, &sceneData->field);
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common_data.fieldDrawType = sceneData->field.drawType;
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common_data.unk_10000 = FALSE;
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common_data.unk_104AC = TRUE;
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common_data.sunlightFlag = TRUE;
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