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Remove debug elements and visual SoA (#3086)
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@ -1,4 +1,5 @@
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#include "global.h"
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#include "soh/Enhancements/game-interactor/GameInteractor.h"
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typedef struct {
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u8 x;
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@ -219,8 +220,9 @@ void func_80063D7C(GraphicsContext* gfxCtx) {
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GfxPrint printer;
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Gfx* tempRet;
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if (!CVarGetInteger("gDebugEnabled", 0))
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if (!CVarGetInteger("gDebugEnabled", 0) || GameInteractor_NoUIActive()) {
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return;
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}
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OPEN_DISPS(gfxCtx);
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@ -1,5 +1,6 @@
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#include "global.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#include "soh/Enhancements/game-interactor/GameInteractor.h"
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typedef struct {
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/* 0x00 */ s16 drawType; // indicates which draw function to use when displaying the object
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@ -34,6 +35,10 @@ DebugDispObject* DebugDisplay_AddObject(f32 posX, f32 posY, f32 posZ, s16 rotX,
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GraphicsContext* gfxCtx) {
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DebugDispObject* prevHead = sDebugObjectListHead;
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if (GameInteractor_NoUIActive()) {
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return sDebugObjectListHead;
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}
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sDebugObjectListHead = Graph_Alloc(gfxCtx, sizeof(DebugDispObject));
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sDebugObjectListHead->pos.x = posX;
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@ -10490,7 +10490,7 @@ void func_80848EF8(Player* this, PlayState* play) {
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if (CVarGetInteger("gCosmetics.Hud_StoneOfAgony.Changed", 0)) {
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stoneOfAgonyColor = CVarGetColor24("gCosmetics.Hud_StoneOfAgony.Value", stoneOfAgonyColor);
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}
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if (CVarGetInteger("gVisualAgony", 0) != 0 && !this->stateFlags1) {
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if (CVarGetInteger("gVisualAgony", 0) && !this->stateFlags1 && !GameInteractor_NoUIActive()) {
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s16 Top_Margins = (CVarGetInteger("gHUDMargin_T", 0) * -1);
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s16 Left_Margins = CVarGetInteger("gHUDMargin_L", 0);
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s16 Right_Margins = CVarGetInteger("gHUDMargin_R", 0);
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@ -10574,7 +10574,7 @@ void func_80848EF8(Player* this, PlayState* play) {
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if (this->unk_6A0 > 4000000.0f) {
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this->unk_6A0 = 0.0f;
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if (CVarGetInteger("gVisualAgony", 0) != 0 && !this->stateFlags1) {
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if (CVarGetInteger("gVisualAgony", 0) && !this->stateFlags1 && !GameInteractor_NoUIActive()) {
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// This audio is placed here and not in previous CVar check to prevent ears ra.. :)
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Audio_PlaySoundGeneral(NA_SE_SY_MESSAGE_WOMAN, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E0);
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}
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