mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-12-18 14:22:17 -05:00
9bed5af33b
* Remove unused headers * Move all "ResourceMgr_" functions to a new file * Don't transitively include SaveManager * Move cvar prefixes to a new header * Add missing includes * Update OTRGlobals.cpp * Fix build * Address review * Fix some of the errors * Update gameplaystats.h * Update z_en_in.c * Hopefully fix the linux issues * Fix Linux issues for real this time, I checked * Update ResourceManagerHelpers.cpp * Update z_obj_mure2.c * Post-merge fixes * Fix build (hopefully) * Post-merge fixes * Update z_file_nameset_PAL.c * cleanup some unnecessary headers (#7) --------- Co-authored-by: Archez <Archez@users.noreply.github.com>
450 lines
13 KiB
C
450 lines
13 KiB
C
#include "global.h"
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#include <string.h>
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#include "objects/gameplay_keep/gameplay_keep.h"
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#include "soh/frame_interpolation.h"
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#include "soh/OTRGlobals.h"
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#define LIGHTS_BUFFER_SIZE 32
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//#define LIGHTS_BUFFER_SIZE 1024 // Kill me
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typedef struct {
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/* 0x000 */ s32 numOccupied;
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/* 0x004 */ s32 searchIndex;
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/* 0x008 */ LightNode buf[LIGHTS_BUFFER_SIZE];
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} LightsBuffer; // size = 0x188
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LightsBuffer sLightsBuffer;
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void Lights_PointSetInfo(LightInfo* info, s16 x, s16 y, s16 z, u8 r, u8 g, u8 b, s16 radius, s32 type) {
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info->type = type;
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info->params.point.x = x;
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info->params.point.y = y;
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info->params.point.z = z;
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Lights_PointSetColorAndRadius(info, r, g, b, radius);
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}
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void Lights_PointNoGlowSetInfo(LightInfo* info, s16 x, s16 y, s16 z, u8 r, u8 g, u8 b, s16 radius) {
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Lights_PointSetInfo(info, x, y, z, r, g, b, radius, LIGHT_POINT_NOGLOW);
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}
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void Lights_PointGlowSetInfo(LightInfo* info, s16 x, s16 y, s16 z, u8 r, u8 g, u8 b, s16 radius) {
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Lights_PointSetInfo(info, x, y, z, r, g, b, radius, LIGHT_POINT_GLOW);
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}
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void Lights_PointSetColorAndRadius(LightInfo* info, u8 r, u8 g, u8 b, s16 radius) {
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info->params.point.color[0] = r;
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info->params.point.color[1] = g;
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info->params.point.color[2] = b;
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info->params.point.radius = radius;
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}
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void Lights_DirectionalSetInfo(LightInfo* info, s8 x, s8 y, s8 z, u8 r, u8 g, u8 b) {
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info->type = LIGHT_DIRECTIONAL;
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info->params.dir.x = x;
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info->params.dir.y = y;
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info->params.dir.z = z;
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info->params.dir.color[0] = r;
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info->params.dir.color[1] = g;
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info->params.dir.color[2] = b;
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}
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// unused
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void Lights_Reset(Lights* lights, u8 ambentR, u8 ambentG, u8 ambentB) {
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lights->l.a.l.col[0] = lights->l.a.l.colc[0] = ambentR;
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lights->l.a.l.col[1] = lights->l.a.l.colc[1] = ambentG;
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lights->l.a.l.col[2] = lights->l.a.l.colc[2] = ambentB;
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lights->numLights = 0;
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}
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/*
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* Draws every light in the provided Lights group
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*/
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void Lights_Draw(Lights* lights, GraphicsContext* gfxCtx) {
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Light* light;
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s32 i;
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#if 1
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OPEN_DISPS(gfxCtx);
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gSPNumLights(POLY_OPA_DISP++, lights->numLights);
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gSPNumLights(POLY_XLU_DISP++, lights->numLights);
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i = 0;
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light = &lights->l.l[0];
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while (i < lights->numLights) {
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i++;
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gSPLight(POLY_OPA_DISP++, light, i);
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gSPLight(POLY_XLU_DISP++, light, i);
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light++;
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}
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i++; // abmient light is total number of lights + 1
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gSPLight(POLY_OPA_DISP++, &lights->l.a, i);
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gSPLight(POLY_XLU_DISP++, &lights->l.a, i);
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CLOSE_DISPS(gfxCtx);
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#endif
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}
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Light* Lights_FindSlot(Lights* lights) {
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if (lights->numLights >= 7) {
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return NULL;
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} else {
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return &lights->l.l[lights->numLights++];
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}
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}
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void Lights_BindPoint(Lights* lights, LightParams* params, Vec3f* vec) {
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f32 xDiff;
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f32 yDiff;
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f32 zDiff;
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f32 posDiff;
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f32 scale;
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Light* light;
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if (vec != NULL) {
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xDiff = params->point.x - vec->x;
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yDiff = params->point.y - vec->y;
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zDiff = params->point.z - vec->z;
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scale = params->point.radius;
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posDiff = SQ(xDiff) + SQ(yDiff) + SQ(zDiff);
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if (posDiff < SQ(scale)) {
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light = Lights_FindSlot(lights);
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if (light != NULL) {
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posDiff = sqrtf(posDiff);
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scale = posDiff / scale;
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scale = 1 - SQ(scale);
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light->l.col[0] = light->l.colc[0] = params->point.color[0] * scale;
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light->l.col[1] = light->l.colc[1] = params->point.color[1] * scale;
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light->l.col[2] = light->l.colc[2] = params->point.color[2] * scale;
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scale = (posDiff < 1.0f) ? 120.0f : 120.0f / posDiff;
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light->l.dir[0] = xDiff * scale;
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light->l.dir[1] = yDiff * scale;
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light->l.dir[2] = zDiff * scale;
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}
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}
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}
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}
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void Lights_BindDirectional(Lights* lights, LightParams* params, Vec3f* vec) {
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Light* light = Lights_FindSlot(lights);
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if (light != NULL) {
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light->l.col[0] = light->l.colc[0] = params->dir.color[0];
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light->l.col[1] = light->l.colc[1] = params->dir.color[1];
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light->l.col[2] = light->l.colc[2] = params->dir.color[2];
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light->l.dir[0] = params->dir.x;
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light->l.dir[1] = params->dir.y;
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light->l.dir[2] = params->dir.z;
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}
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}
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/**
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* For every light in a provided list, try to find a free slot in the provided Lights group and bind
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* a light to it. Then apply color and positional/directional info for each light
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* based on the parameters supplied by the node.
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*
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* Note: Lights in a given list can only be binded to however many free slots are
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* available in the Lights group. This is at most 7 slots for a new group, but could be less.
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*/
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void Lights_BindAll(Lights* lights, LightNode* listHead, Vec3f* vec) {
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LightsBindFunc bindFuncs[] = { Lights_BindPoint, Lights_BindDirectional, Lights_BindPoint };
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LightInfo* info;
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while (listHead != NULL) {
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info = listHead->info;
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bindFuncs[info->type](lights, &info->params, vec);
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listHead = listHead->next;
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}
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}
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LightNode* Lights_FindBufSlot() {
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LightNode* node;
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if (sLightsBuffer.numOccupied >= LIGHTS_BUFFER_SIZE) {
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return NULL;
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}
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node = &sLightsBuffer.buf[sLightsBuffer.searchIndex];
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while (node->info != NULL) {
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sLightsBuffer.searchIndex++;
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if (sLightsBuffer.searchIndex < LIGHTS_BUFFER_SIZE) {
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node++;
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} else {
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sLightsBuffer.searchIndex = 0;
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node = &sLightsBuffer.buf[0];
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}
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}
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sLightsBuffer.numOccupied++;
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return node;
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}
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// return type must not be void to match
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s32 Lights_FreeNode(LightNode* light) {
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if (light != NULL) {
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sLightsBuffer.numOccupied--;
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light->info = NULL;
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sLightsBuffer.searchIndex = (light - sLightsBuffer.buf) / sizeof(LightNode);
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}
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}
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void LightContext_Init(PlayState* play, LightContext* lightCtx) {
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LightContext_InitList(play, lightCtx);
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LightContext_SetAmbientColor(lightCtx, 80, 80, 80);
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LightContext_SetFog(lightCtx, 0, 0, 0, 996, 12800);
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memset(&sLightsBuffer, 0, sizeof(sLightsBuffer));
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}
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void LightContext_SetAmbientColor(LightContext* lightCtx, u8 r, u8 g, u8 b) {
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lightCtx->ambientColor[0] = r;
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lightCtx->ambientColor[1] = g;
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lightCtx->ambientColor[2] = b;
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}
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void LightContext_SetFog(LightContext* lightCtx, u8 r, u8 g, u8 b, s16 fogNear, s16 fogFar) {
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lightCtx->fogColor[0] = r;
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lightCtx->fogColor[1] = g;
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lightCtx->fogColor[2] = b;
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lightCtx->fogNear = fogNear;
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lightCtx->fogFar = fogFar;
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}
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/**
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* Allocate a new Lights group and initilize the ambient color with that provided by LightContext
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*/
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Lights* LightContext_NewLights(LightContext* lightCtx, GraphicsContext* gfxCtx) {
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return Lights_New(gfxCtx, lightCtx->ambientColor[0], lightCtx->ambientColor[1], lightCtx->ambientColor[2]);
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}
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void LightContext_InitList(PlayState* play, LightContext* lightCtx) {
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lightCtx->listHead = NULL;
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}
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void LightContext_DestroyList(PlayState* play, LightContext* lightCtx) {
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while (lightCtx->listHead != NULL) {
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LightContext_RemoveLight(play, lightCtx, lightCtx->listHead);
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lightCtx->listHead = lightCtx->listHead->next;
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}
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}
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/**
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* Insert a new light into the list pointed to by LightContext
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*
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* Note: Due to the limited number of slots in a Lights group, inserting too many lights in the
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* list may result in older entries not being bound to a Light when calling Lights_BindAll
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*/
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LightNode* LightContext_InsertLight(PlayState* play, LightContext* lightCtx, LightInfo* info) {
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LightNode* node;
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node = Lights_FindBufSlot();
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if (node != NULL) {
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node->info = info;
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node->prev = NULL;
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node->next = lightCtx->listHead;
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if (lightCtx->listHead != NULL) {
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lightCtx->listHead->prev = node;
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}
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lightCtx->listHead = node;
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}
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return node;
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}
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void LightContext_RemoveLight(PlayState* play, LightContext* lightCtx, LightNode* node) {
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if (node != NULL) {
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if (node->prev != NULL) {
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node->prev->next = node->next;
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} else {
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lightCtx->listHead = node->next;
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}
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if (node->next != NULL) {
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node->next->prev = node->prev;
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}
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Lights_FreeNode(node);
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}
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}
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// unused
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Lights* Lights_NewAndDraw(GraphicsContext* gfxCtx, u8 ambientR, u8 ambientG, u8 ambientB, u8 numLights, u8 r, u8 g,
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u8 b, s8 x, s8 y, s8 z) {
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Lights* lights;
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s32 i;
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lights = Graph_Alloc(gfxCtx, sizeof(Lights));
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lights->l.a.l.col[0] = lights->l.a.l.colc[0] = ambientR;
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lights->l.a.l.col[1] = lights->l.a.l.colc[1] = ambientG;
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lights->l.a.l.col[2] = lights->l.a.l.colc[2] = ambientB;
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lights->numLights = numLights;
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for (i = 0; i < numLights; i++) {
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lights->l.l[i].l.col[0] = lights->l.l[i].l.colc[0] = r;
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lights->l.l[i].l.col[1] = lights->l.l[i].l.colc[1] = g;
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lights->l.l[i].l.col[2] = lights->l.l[i].l.colc[2] = b;
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lights->l.l[i].l.dir[0] = x;
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lights->l.l[i].l.dir[1] = y;
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lights->l.l[i].l.dir[2] = z;
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}
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Lights_Draw(lights, gfxCtx);
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return lights;
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}
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Lights* Lights_New(GraphicsContext* gfxCtx, u8 ambientR, u8 ambientG, u8 ambientB) {
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Lights* lights;
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lights = Graph_Alloc(gfxCtx, sizeof(Lights));
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lights->l.a.l.col[0] = lights->l.a.l.colc[0] = ambientR;
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lights->l.a.l.col[1] = lights->l.a.l.colc[1] = ambientG;
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lights->l.a.l.col[2] = lights->l.a.l.colc[2] = ambientB;
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lights->numLights = 0;
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return lights;
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}
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void Lights_GlowCheckPrepare(PlayState* play) {
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LightNode* node;
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LightPoint* params;
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Vec3f pos;
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Vec3f multDest;
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f32 wDest;
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f32 wX;
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f32 wY;
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node = play->lightCtx.listHead;
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while (node != NULL) {
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params = &node->info->params.point;
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if (node->info->type == LIGHT_POINT_GLOW) {
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f32 x, y;
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u32 shrink;
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uint32_t height;
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pos.x = params->x;
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pos.y = params->y;
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pos.z = params->z;
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func_8002BE04(play, &pos, &multDest, &wDest);
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wX = multDest.x * wDest;
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wY = multDest.y * wDest;
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x = wX * 160 + 160;
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y = wY * 120 + 120;
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shrink = ShrinkWindow_GetCurrentVal();
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if ((multDest.z > 1.0f) && y >= shrink && y <= SCREEN_HEIGHT - shrink) {
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OTRGetPixelDepthPrepare(x, y);
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}
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}
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node = node->next;
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}
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}
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void Lights_GlowCheck(PlayState* play) {
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LightNode* node;
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LightPoint* params;
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Vec3f pos;
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Vec3f multDest;
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f32 wDest;
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f32 wX;
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f32 wY;
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s32 wZ;
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s32 zBuf;
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node = play->lightCtx.listHead;
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while (node != NULL) {
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params = &node->info->params.point;
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if (node->info->type == LIGHT_POINT_GLOW) {
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f32 x, y;
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u32 shrink;
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uint32_t height;
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pos.x = params->x;
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pos.y = params->y;
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pos.z = params->z;
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func_8002BE04(play, &pos, &multDest, &wDest);
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params->drawGlow = false;
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wX = multDest.x * wDest;
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wY = multDest.y * wDest;
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x = wX * 160 + 160;
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y = wY * 120 + 120;
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shrink = ShrinkWindow_GetCurrentVal();
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if ((multDest.z > 1.0f) && y >= shrink && y <= SCREEN_HEIGHT - shrink) {
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wZ = (s32)((multDest.z * wDest) * 16352.0f) + 16352;
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zBuf = OTRGetPixelDepth(x, y) * 4;
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if (wZ < (zBuf >> 3)) {
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params->drawGlow = true;
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}
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}
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}
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node = node->next;
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}
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}
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void Lights_DrawGlow(PlayState* play) {
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s32 pad;
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LightNode* node;
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node = play->lightCtx.listHead;
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OPEN_DISPS(play->state.gfxCtx);
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POLY_XLU_DISP = func_800947AC(POLY_XLU_DISP++);
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gDPSetAlphaDither(POLY_XLU_DISP++, G_AD_NOISE);
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gDPSetColorDither(POLY_XLU_DISP++, G_CD_MAGICSQ);
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gSPDisplayList(POLY_XLU_DISP++, gGlowCircleTextureLoadDL);
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while (node != NULL) {
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LightInfo* info;
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LightPoint* params;
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f32 scale;
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s32 pad[4];
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info = node->info;
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params = &info->params.point;
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if ((info->type == LIGHT_POINT_GLOW) && (params->drawGlow)) {
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scale = SQ(params->radius) * 0.0000026f;
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FrameInterpolation_RecordOpenChild(node, 0);
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, params->color[0], params->color[1], params->color[2], 50);
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Matrix_Translate(params->x, params->y, params->z, MTXMODE_NEW);
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Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
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gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_XLU_DISP++, gGlowCircleDL);
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FrameInterpolation_RecordCloseChild();
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}
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node = node->next;
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}
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CLOSE_DISPS(play->state.gfxCtx);
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}
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