mirror of https://github.com/zeldaret/mm.git
z64frameadvance.h (#1182)
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@ -1742,9 +1742,6 @@ Path* Path_GetByIndex(PlayState* play, s16 index, s16 max);
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f32 Path_OrientAndGetDistSq(Actor* actor, Path* path, s16 waypoint, s16* yaw);
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void Path_CopyLastPoint(Path* path, Vec3f* dest);
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void FrameAdvance_Init(FrameAdvanceContext* frameAdvCtx);
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s32 FrameAdvance_Update(FrameAdvanceContext* frameAdvCtx, Input* input);
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s32 func_801226E0(PlayState* play, s32 arg1);
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s32 func_80122744(PlayState* play, struct_80122744_arg1* arg1, u32 arg2, Vec3s* arg3);
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s32 func_80122760(PlayState* play, struct_80122744_arg1* arg1, f32 arg2);
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@ -36,6 +36,7 @@
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#include "z64dma.h"
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#include "z64eff_footmark.h"
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#include "z64effect.h"
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#include "z64frameadvance.h"
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#include "z64interface.h"
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#include "z64item.h"
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#include "z64light.h"
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@ -690,11 +691,6 @@ typedef struct {
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/* 0x1 */ u8 ambienceId;
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} SequenceContext; // size = 0x2
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typedef struct {
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/* 0x0 */ s32 enabled;
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/* 0x4 */ s32 timer;
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} FrameAdvanceContext; // size = 0x8
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typedef enum {
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/* 0 */ GAMEOVER_INACTIVE,
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/* 1 */ GAMEOVER_DEATH_START,
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@ -0,0 +1,16 @@
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#ifndef Z64FRAMEADVANCE_H
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#define Z64FRAMEADVANCE_H
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#include "ultra64.h"
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#include "io/controller.h"
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typedef struct FrameAdvanceContext {
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/* 0x0 */ s32 enabled;
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/* 0x4 */ s32 timer;
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} FrameAdvanceContext; // size = 0x8
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void FrameAdvance_Init(FrameAdvanceContext* frameAdvCtx);
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s32 FrameAdvance_Update(FrameAdvanceContext* frameAdvCtx, Input* input);
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#endif
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@ -18,7 +18,9 @@
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*
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* Note2: Controllers 2-4's inputs are normally zeroed out, so this would also need to be fixed to use frame advance
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*/
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#include "global.h"
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#include "z64frameadvance.h"
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#include "macros.h"
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void FrameAdvance_Init(FrameAdvanceContext* frameAdvCtx) {
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frameAdvCtx->timer = 0;
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