mirror of https://github.com/zeldaret/mm.git
CLOSE_DISPS fixes and avoid early return (#1621)
* fix en_osn close_disps position * rework en_mnk draw face to avoid returns * use goto in effect draw to avoid returns * feedback
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@ -658,6 +658,7 @@ void EffectBlure_DrawSmooth(EffectBlure* this2, GraphicsContext* gfxCtx) {
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OPEN_DISPS(gfxCtx);
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if (this->numElements < 2) {
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//! @bug Skips CLOSE_DISPS
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return;
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}
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@ -678,6 +679,7 @@ void EffectBlure_DrawSmooth(EffectBlure* this2, GraphicsContext* gfxCtx) {
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mtx = SkinMatrix_MtxFToNewMtx(gfxCtx, &sp5C);
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if (mtx == NULL) {
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//! @bug Skips CLOSE_DISPS
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return;
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}
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@ -2203,17 +2203,17 @@ void EnMnk_Monkey_DrawFace(EnMnk* this, PlayState* play) {
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} else {
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gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(sMonkeyFaceTextures[this->blinkFrame]));
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}
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return;
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break;
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case 2:
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case 3:
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gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(sMonkeyFaceTextures[this->unk_3E0]));
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return;
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break;
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default:
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gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(sMonkeyFaceTextures[this->blinkFrame]));
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break;
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}
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gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(sMonkeyFaceTextures[this->blinkFrame]));
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CLOSE_DISPS(play->state.gfxCtx);
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}
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@ -1064,7 +1064,7 @@ void EnOsn_Draw(Actor* thisx, PlayState* play) {
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POLY_XLU_DISP =
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SkelAnime_DrawFlex(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
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EnOsn_OverrideLimbDraw, EnOsn_PostLimbDraw, &this->actor, POLY_XLU_DISP);
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CLOSE_DISPS(play->state.gfxCtx);
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}
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CLOSE_DISPS(play->state.gfxCtx);
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}
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