Shipwright/soh/src/overlays/actors/ovl_Bg_Mizu_Bwall/z_bg_mizu_bwall.c

531 lines
22 KiB
C

/*
* File: z_bg_mizu_bwall.c
* Overlay: ovl_Bg_Mizu_Bwall
* Description: Water Temple bombable walls
*/
#include "z_bg_mizu_bwall.h"
#include "overlays/actors/ovl_Bg_Mizu_Water/z_bg_mizu_water.h"
#include "objects/object_mizu_objects/object_mizu_objects.h"
#define FLAGS ACTOR_FLAG_4
void BgMizuBwall_Init(Actor* thisx, GlobalContext* globalCtx);
void BgMizuBwall_Destroy(Actor* thisx, GlobalContext* globalCtx);
void BgMizuBwall_Update(Actor* thisx, GlobalContext* globalCtx);
void BgMizuBwall_Draw(Actor* thisx, GlobalContext* globalCtx);
void BgMizuBwall_Idle(BgMizuBwall* this, GlobalContext* globalCtx);
void BgMizuBwall_Break(BgMizuBwall* this, GlobalContext* globalCtx);
void BgMizuBwall_DoNothing(BgMizuBwall* this, GlobalContext* globalCtx);
const ActorInit Bg_Mizu_Bwall_InitVars = {
ACTOR_BG_MIZU_BWALL,
ACTORCAT_BG,
FLAGS,
OBJECT_MIZU_OBJECTS,
sizeof(BgMizuBwall),
(ActorFunc)BgMizuBwall_Init,
(ActorFunc)BgMizuBwall_Destroy,
(ActorFunc)BgMizuBwall_Update,
(ActorFunc)BgMizuBwall_Draw,
NULL,
};
static ColliderTrisElementInit sTrisElementInitFloor[2] = {
{
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0x00000008, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_NONE,
},
{ { { -40.0f, 0.0f, -40.0f }, { -40.0f, 0.0f, 40.0f }, { 40.0f, 0.0f, 40.0f } } },
},
{
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0x00000008, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_NONE,
},
{ { { -40.0f, 0.0f, -40.0f }, { 40.0f, 0.0f, 40.0f }, { 40.0f, 0.0f, -40.0f } } },
},
};
static ColliderTrisInit sTrisInitFloor = {
{
COLTYPE_NONE,
AT_NONE,
AC_ON | AC_TYPE_PLAYER,
OC1_NONE,
OC2_NONE,
COLSHAPE_TRIS,
},
2,
sTrisElementInitFloor,
};
static ColliderTrisElementInit sTrisElementInitRutoWall[1] = {
{
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0x00000008, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_NONE,
},
{ { { 0.0f, 116.0f, 0.0f }, { 0.0f, 0.0f, 70.0f }, { 0.0f, 0.0f, -70.0f } } },
},
};
static ColliderTrisInit sTrisInitRutoWall = {
{
COLTYPE_NONE,
AT_NONE,
AC_ON | AC_TYPE_PLAYER,
OC1_NONE,
OC2_NONE,
COLSHAPE_TRIS,
},
1,
sTrisElementInitRutoWall,
};
static ColliderTrisElementInit sTrisElementInitWall[2] = {
{
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0x00000008, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_NONE,
},
{ { { 0.0f, 120.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 60.0f, 0.0f, 0.0f } } },
},
{
{
ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
{ 0x00000008, 0x00, 0x00 },
TOUCH_NONE,
BUMP_ON,
OCELEM_NONE,
},
{ { { 0.0f, 120.0f, 0.0f }, { 60.0f, 0.0f, 0.0f }, { 60.0f, 120.0f, 0.0f } } },
},
};
static ColliderTrisInit sTrisInitUnusedWall = {
{
COLTYPE_NONE,
AT_NONE,
AC_ON | AC_TYPE_PLAYER,
OC1_NONE,
OC2_NONE,
COLSHAPE_TRIS,
},
2,
sTrisElementInitWall,
};
static ColliderTrisInit sTrisInitStingerWall = {
{
COLTYPE_NONE,
AT_NONE,
AC_ON | AC_TYPE_PLAYER,
OC1_NONE,
OC2_NONE,
COLSHAPE_TRIS,
},
2,
sTrisElementInitWall,
};
static Gfx* sDLists[] = {
gObjectMizuObjectsBwallDL_001A30, gObjectMizuObjectsBwallDL_002390, gObjectMizuObjectsBwallDL_001CD0,
gObjectMizuObjectsBwallDL_002090, gObjectMizuObjectsBwallDL_001770,
};
static CollisionHeader* sColHeaders[] = {
&gObjectMizuObjectsBwallCol_001C58, &gObjectMizuObjectsBwallCol_0025A4, &gObjectMizuObjectsBwallCol_001DE8,
&gObjectMizuObjectsBwallCol_001DE8, &gObjectMizuObjectsBwallCol_001DE8,
};
static InitChainEntry sInitChain[] = {
ICHAIN_F32(uncullZoneScale, 1500, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneDownward, 1100, ICHAIN_CONTINUE),
ICHAIN_F32(uncullZoneForward, 1000, ICHAIN_CONTINUE),
ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_STOP),
};
void BgMizuBwall_RotateVec3f(Vec3f* out, Vec3f* in, f32 sin, f32 cos) {
out->x = (in->z * sin) + (in->x * cos);
out->y = in->y;
out->z = (in->z * cos) - (in->x * sin);
}
void BgMizuBwall_Init(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
BgMizuBwall* this = (BgMizuBwall*)thisx;
CollisionHeader* colHeader = NULL;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
this->yRot = this->dyna.actor.world.pos.y;
this->dList = sDLists[(u16)this->dyna.actor.params & 0xF];
DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
CollisionHeader_GetVirtual(sColHeaders[(u16)this->dyna.actor.params & 0xF], &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
switch ((u16)this->dyna.actor.params & 0xF) {
case MIZUBWALL_FLOOR:
if (Flags_GetSwitch(globalCtx, ((u16)this->dyna.actor.params >> 8) & 0x3F)) {
func_8003EBF8(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
this->dList = NULL;
this->actionFunc = BgMizuBwall_DoNothing;
} else {
Collider_InitTris(globalCtx, &this->collider);
if (!Collider_SetTris(globalCtx, &this->collider, &this->dyna.actor, &sTrisInitFloor, this->elements)) {
osSyncPrintf("Error : コリジョンデータセット失敗(%s %d)(arg_data 0x%04x)\n", __FILE__,
__LINE__, this->dyna.actor.params);
Actor_Kill(&this->dyna.actor);
} else {
f32 sin = Math_SinS(this->dyna.actor.shape.rot.y);
f32 cos = Math_CosS(this->dyna.actor.shape.rot.y);
s32 i;
s32 j;
Vec3f offset;
Vec3f vtx[3];
for (i = 0; i < ARRAY_COUNT(sTrisElementInitFloor); i++) {
for (j = 0; j < 3; j++) {
offset.x = sTrisInitFloor.elements[i].dim.vtx[j].x;
offset.y = sTrisInitFloor.elements[i].dim.vtx[j].y;
offset.z = sTrisInitFloor.elements[i].dim.vtx[j].z + 2.0f;
BgMizuBwall_RotateVec3f(&vtx[j], &offset, sin, cos);
vtx[j].x += this->dyna.actor.world.pos.x;
vtx[j].y += this->dyna.actor.world.pos.y;
vtx[j].z += this->dyna.actor.world.pos.z;
}
Collider_SetTrisVertices(&this->collider, i, &vtx[0], &vtx[1], &vtx[2]);
}
this->actionFunc = BgMizuBwall_Idle;
}
}
break;
case MIZUBWALL_RUTO_ROOM:
if (Flags_GetSwitch(globalCtx, ((u16)this->dyna.actor.params >> 8) & 0x3F)) {
func_8003EBF8(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
this->dList = NULL;
this->actionFunc = BgMizuBwall_DoNothing;
} else {
Collider_InitTris(globalCtx, &this->collider);
if (!Collider_SetTris(globalCtx, &this->collider, &this->dyna.actor, &sTrisInitRutoWall,
this->elements)) {
osSyncPrintf("Error : コリジョンデータセット失敗(%s %d)(arg_data 0x%04x)\n", __FILE__,
__LINE__, this->dyna.actor.params);
Actor_Kill(&this->dyna.actor);
} else {
f32 sin = Math_SinS(this->dyna.actor.shape.rot.y);
f32 cos = Math_CosS(this->dyna.actor.shape.rot.y);
s32 i;
s32 j;
Vec3f offset;
Vec3f vtx[3];
for (i = 0; i < ARRAY_COUNT(sTrisElementInitRutoWall); i++) {
for (j = 0; j < 3; j++) {
offset.x = sTrisInitRutoWall.elements[i].dim.vtx[j].x;
offset.y = sTrisInitRutoWall.elements[i].dim.vtx[j].y;
offset.z = sTrisInitRutoWall.elements[i].dim.vtx[j].z + 2.0f;
BgMizuBwall_RotateVec3f(&vtx[j], &offset, sin, cos);
vtx[j].x += this->dyna.actor.world.pos.x;
vtx[j].y += this->dyna.actor.world.pos.y;
vtx[j].z += this->dyna.actor.world.pos.z;
}
Collider_SetTrisVertices(&this->collider, i, &vtx[0], &vtx[1], &vtx[2]);
}
this->actionFunc = BgMizuBwall_Idle;
}
}
break;
case MIZUBWALL_UNUSED:
if (Flags_GetSwitch(globalCtx, ((u16)this->dyna.actor.params >> 8) & 0x3F)) {
func_8003EBF8(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
this->dList = NULL;
this->actionFunc = BgMizuBwall_DoNothing;
} else {
Collider_InitTris(globalCtx, &this->collider);
if (!Collider_SetTris(globalCtx, &this->collider, &this->dyna.actor, &sTrisInitUnusedWall,
this->elements)) {
osSyncPrintf("Error : コリジョンデータセット失敗(%s %d)(arg_data 0x%04x)\n", __FILE__,
__LINE__, this->dyna.actor.params);
Actor_Kill(&this->dyna.actor);
} else {
f32 sin = Math_SinS(this->dyna.actor.shape.rot.y);
f32 cos = Math_CosS(this->dyna.actor.shape.rot.y);
s32 i;
s32 j;
Vec3f offset;
Vec3f vtx[3];
for (i = 0; i < ARRAY_COUNT(sTrisElementInitFloor); i++) {
for (j = 0; j < 3; j++) {
//! @bug This uses the wrong set of collision triangles, causing the collider to be
//! flat to the ground instead of vertical. It should use sTrisInitUnusedWall.
offset.x = sTrisInitFloor.elements[i].dim.vtx[j].x;
offset.y = sTrisInitFloor.elements[i].dim.vtx[j].y;
offset.z = sTrisInitFloor.elements[i].dim.vtx[j].z;
BgMizuBwall_RotateVec3f(&vtx[j], &offset, sin, cos);
vtx[j].x += this->dyna.actor.world.pos.x;
vtx[j].y += this->dyna.actor.world.pos.y;
vtx[j].z += this->dyna.actor.world.pos.z;
}
Collider_SetTrisVertices(&this->collider, i, &vtx[0], &vtx[1], &vtx[2]);
}
this->actionFunc = BgMizuBwall_Idle;
}
}
break;
case MIZUBWALL_STINGER_ROOM_1:
if (Flags_GetSwitch(globalCtx, ((u16)this->dyna.actor.params >> 8) & 0x3F)) {
func_8003EBF8(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
this->dList = NULL;
this->actionFunc = BgMizuBwall_DoNothing;
} else {
Collider_InitTris(globalCtx, &this->collider);
if (!Collider_SetTris(globalCtx, &this->collider, &this->dyna.actor, &sTrisInitStingerWall,
this->elements)) {
osSyncPrintf("Error : コリジョンデータセット失敗(%s %d)(arg_data 0x%04x)\n", __FILE__,
__LINE__, this->dyna.actor.params);
Actor_Kill(&this->dyna.actor);
} else {
f32 sin = Math_SinS(this->dyna.actor.shape.rot.y);
f32 cos = Math_CosS(this->dyna.actor.shape.rot.y);
s32 i;
s32 j;
Vec3f offset;
Vec3f vtx[3];
for (i = 0; i < ARRAY_COUNT(sTrisElementInitFloor); i++) {
for (j = 0; j < 3; j++) {
//! @bug This uses the wrong set of collision triangles, causing the collider to be
//! flat to the ground instead of vertical. It should use sTrisInitStingerWall.
offset.x = sTrisInitFloor.elements[i].dim.vtx[j].x;
offset.y = sTrisInitFloor.elements[i].dim.vtx[j].y;
offset.z = sTrisInitFloor.elements[i].dim.vtx[j].z + 2.0f;
BgMizuBwall_RotateVec3f(&vtx[j], &offset, sin, cos);
vtx[j].x += this->dyna.actor.world.pos.x;
vtx[j].y += this->dyna.actor.world.pos.y;
vtx[j].z += this->dyna.actor.world.pos.z;
}
Collider_SetTrisVertices(&this->collider, i, &vtx[0], &vtx[1], &vtx[2]);
}
this->actionFunc = BgMizuBwall_Idle;
}
}
break;
case MIZUBWALL_STINGER_ROOM_2:
if (Flags_GetSwitch(globalCtx, ((u16)this->dyna.actor.params >> 8) & 0x3F)) {
func_8003EBF8(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
this->dList = NULL;
this->actionFunc = BgMizuBwall_DoNothing;
} else {
Collider_InitTris(globalCtx, &this->collider);
if (!Collider_SetTris(globalCtx, &this->collider, &this->dyna.actor, &sTrisInitStingerWall,
this->elements)) {
osSyncPrintf("Error : コリジョンデータセット失敗(%s %d)(arg_data 0x%04x)\n", __FILE__,
__LINE__, this->dyna.actor.params);
Actor_Kill(&this->dyna.actor);
} else {
f32 sin = Math_SinS(this->dyna.actor.shape.rot.y);
f32 cos = Math_CosS(this->dyna.actor.shape.rot.y);
s32 i;
s32 j;
Vec3f offset;
Vec3f vtx[3];
for (i = 0; i < ARRAY_COUNT(sTrisElementInitFloor); i++) {
for (j = 0; j < 3; j++) {
//! @bug This uses the wrong set of collision triangles, causing the collider to be
//! flat to the ground instead of vertical. It should use sTrisInitStingerWall.
offset.x = sTrisInitFloor.elements[i].dim.vtx[j].x;
offset.y = sTrisInitFloor.elements[i].dim.vtx[j].y;
offset.z = sTrisInitFloor.elements[i].dim.vtx[j].z + 2.0f;
BgMizuBwall_RotateVec3f(&vtx[j], &offset, sin, cos);
vtx[j].x += this->dyna.actor.world.pos.x;
vtx[j].y += this->dyna.actor.world.pos.y;
vtx[j].z += this->dyna.actor.world.pos.z;
}
Collider_SetTrisVertices(&this->collider, i, &vtx[0], &vtx[1], &vtx[2]);
}
this->actionFunc = BgMizuBwall_Idle;
}
}
break;
}
}
void BgMizuBwall_Destroy(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
BgMizuBwall* this = (BgMizuBwall*)thisx;
DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
Collider_DestroyTris(globalCtx, &this->collider);
}
void BgMizuBwall_SetAlpha(BgMizuBwall* this, GlobalContext* globalCtx) {
f32 waterLevel = globalCtx->colCtx.colHeader->waterBoxes[2].ySurface;
if (globalCtx->colCtx.colHeader->waterBoxes) {}
if (waterLevel < WATER_TEMPLE_WATER_F1_Y) {
this->scrollAlpha1 = 255;
} else if (waterLevel < WATER_TEMPLE_WATER_F2_Y) {
this->scrollAlpha1 = 255 - (s32)((waterLevel - WATER_TEMPLE_WATER_F1_Y) /
(WATER_TEMPLE_WATER_F2_Y - WATER_TEMPLE_WATER_F1_Y) * (255 - 160));
} else {
this->scrollAlpha1 = 160;
}
if (waterLevel < WATER_TEMPLE_WATER_F2_Y) {
this->scrollAlpha2 = 255;
} else if (waterLevel < WATER_TEMPLE_WATER_F3_Y) {
this->scrollAlpha2 = 255 - (s32)((waterLevel - WATER_TEMPLE_WATER_F2_Y) /
(WATER_TEMPLE_WATER_F3_Y - WATER_TEMPLE_WATER_F2_Y) * (255 - 160));
} else {
this->scrollAlpha2 = 160;
}
if (waterLevel < WATER_TEMPLE_WATER_B1_Y) {
this->scrollAlpha3 = 255;
} else if (waterLevel < WATER_TEMPLE_WATER_F1_Y) {
this->scrollAlpha3 = 255 - (s32)((waterLevel - WATER_TEMPLE_WATER_B1_Y) /
(WATER_TEMPLE_WATER_F1_Y - WATER_TEMPLE_WATER_B1_Y) * (255 - 160));
} else {
this->scrollAlpha3 = 160;
}
this->scrollAlpha4 = this->scrollAlpha3;
}
void BgMizuBwall_SpawnDebris(BgMizuBwall* this, GlobalContext* globalCtx) {
s32 i;
s32 pad;
s16 rand1;
s16 rand2;
Vec3f* thisPos = &this->dyna.actor.world.pos;
Vec3f debrisPos;
f32 tempx;
f32 tempz;
f32 sin = Math_SinS(this->dyna.actor.shape.rot.y);
f32 cos = Math_CosS(this->dyna.actor.shape.rot.y);
Vec3f debrisOffsets[15];
for (i = 0; i < ARRAY_COUNT(debrisOffsets); i++) {
switch ((u16)this->dyna.actor.params & 0xF) {
case MIZUBWALL_FLOOR:
debrisOffsets[i].x = (Rand_ZeroOne() * 80.0f) - 40.0f;
debrisOffsets[i].y = Rand_ZeroOne() * 0;
debrisOffsets[i].z = (Rand_ZeroOne() * 80.0f) - 40.0f;
break;
case MIZUBWALL_RUTO_ROOM:
debrisOffsets[i].x = Rand_ZeroOne() * 0;
debrisOffsets[i].y = Rand_ZeroOne() * 100.0f;
debrisOffsets[i].z = (Rand_ZeroOne() * 80.0f) - 40.0f;
break;
case MIZUBWALL_UNUSED:
case MIZUBWALL_STINGER_ROOM_1:
default:
debrisOffsets[i].x = (Rand_ZeroOne() * 120) - 60.0f;
debrisOffsets[i].y = Rand_ZeroOne() * 120;
debrisOffsets[i].z = Rand_ZeroOne() * 0;
break;
}
}
for (i = 0; i < ARRAY_COUNT(debrisOffsets); i++) {
tempx = debrisOffsets[i].x;
tempz = debrisOffsets[i].z;
debrisPos.x = thisPos->x + tempz * sin + tempx * cos;
debrisPos.y = thisPos->y + debrisOffsets[i].y;
debrisPos.z = thisPos->z + tempz * cos - tempx * sin;
rand1 = (s16)(Rand_ZeroOne() * 120.0f) + 20;
rand2 = (s16)(Rand_ZeroOne() * 240.0f) + 20;
func_80033480(globalCtx, &debrisPos, 50.0f, 2, rand1, rand2, 0);
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_A_OBJ, debrisPos.x, debrisPos.y, debrisPos.z, 0, 0, 0,
0xB);
}
}
void BgMizuBwall_Idle(BgMizuBwall* this, GlobalContext* globalCtx) {
BgMizuBwall_SetAlpha(this, globalCtx);
if (this->collider.base.acFlags & AC_HIT) {
this->collider.base.acFlags &= ~AC_HIT;
Flags_SetSwitch(globalCtx, ((u16)this->dyna.actor.params >> 8) & 0x3F);
this->breakTimer = 1;
func_8003EBF8(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
this->dList = NULL;
BgMizuBwall_SpawnDebris(this, globalCtx);
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_WALL_BROKEN);
Audio_PlaySoundGeneral(NA_SE_SY_CORRECT_CHIME, &D_801333D4, 4, &D_801333E0, &D_801333E0, &D_801333E8);
this->actionFunc = BgMizuBwall_Break;
} else if (this->dyna.actor.xzDistToPlayer < 600.0f) {
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
}
}
void BgMizuBwall_Break(BgMizuBwall* this, GlobalContext* globalCtx) {
if (this->breakTimer > 0) {
this->breakTimer--;
} else {
this->actionFunc = BgMizuBwall_DoNothing;
}
}
void BgMizuBwall_DoNothing(BgMizuBwall* this, GlobalContext* globalCtx) {
}
void BgMizuBwall_Update(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
BgMizuBwall* this = (BgMizuBwall*)thisx;
this->actionFunc(this, globalCtx);
}
void BgMizuBwall_Draw(Actor* thisx, GlobalContext* globalCtx2) {
BgMizuBwall* this = (BgMizuBwall*)thisx;
GlobalContext* globalCtx = globalCtx2;
u32 frames;
OPEN_DISPS(globalCtx->state.gfxCtx);
frames = globalCtx->gameplayFrames;
func_80093D18(globalCtx->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScrollEnvColor(globalCtx->state.gfxCtx, 0, 1 * frames, 0, 0x20, 0x20, 1, 0, 0, 0x20, 0x20, 0,
0, 0, this->scrollAlpha1));
gSPSegment(POLY_OPA_DISP++, 0x09,
Gfx_TwoTexScrollEnvColor(globalCtx->state.gfxCtx, 0, 1 * frames, 0, 0x20, 0x20, 1, 0, 0, 0x20, 0x20, 0,
0, 0, this->scrollAlpha2));
gSPSegment(POLY_OPA_DISP++, 0x0A,
Gfx_TwoTexScrollEnvColor(globalCtx->state.gfxCtx, 0, 1 * frames, 0, 0x20, 0x20, 1, 0, 0, 0x20, 0x20, 0,
0, 0, this->scrollAlpha3));
gSPSegment(POLY_OPA_DISP++, 0x0B,
Gfx_TwoTexScrollEnvColor(globalCtx->state.gfxCtx, 0, 3 * frames, 0, 0x20, 0x20, 1, 0, 0, 0x20, 0x20, 0,
0, 0, this->scrollAlpha4));
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(globalCtx->state.gfxCtx), 2);
if (this->dList != NULL) {
gSPDisplayList(POLY_OPA_DISP++, this->dList);
}
CLOSE_DISPS(globalCtx->state.gfxCtx);
}