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[docs] Pull upstream updates: SetupDL (#2048)
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378 changed files with 1114 additions and 1022 deletions
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@ -3557,7 +3557,7 @@ void Interface_DrawLineupTick(PlayState* play) {
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OPEN_DISPS(play->state.gfxCtx);
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func_80094520(play->state.gfxCtx);
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Gfx_SetupDL_39Overlay(play->state.gfxCtx);
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gDPSetEnvColor(OVERLAY_DISP++, 255, 255, 255, 255);
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, 255);
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@ -3652,7 +3652,7 @@ void Interface_DrawMagicBar(PlayState* play) {
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rMagicFillX = rMagicFillX_original;
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}
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func_80094520(play->state.gfxCtx);
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Gfx_SetupDL_39Overlay(play->state.gfxCtx);
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if (CVar_GetS32("gHudColors", 1) == 2) {//Original game add color there so to prevent miss match we make it all white :)
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gDPSetEnvColor(OVERLAY_DISP++, 255, 255, 255, 255);
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@ -4995,7 +4995,7 @@ void Interface_Draw(PlayState* play) {
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HealthMeter_Draw(play);
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}
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func_80094520(play->state.gfxCtx);
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Gfx_SetupDL_39Overlay(play->state.gfxCtx);
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if (fullUi) {
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// Rupee Icon
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@ -5204,7 +5204,7 @@ void Interface_Draw(PlayState* play) {
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func_8002C124(&play->actorCtx.targetCtx, play); // Draw Z-Target
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}
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func_80094520(play->state.gfxCtx);
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Gfx_SetupDL_39Overlay(play->state.gfxCtx);
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if (fullUi) {
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Interface_DrawItemButtons(play);
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@ -5431,7 +5431,7 @@ void Interface_Draw(PlayState* play) {
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}
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// A Button
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func_80094A14(play->state.gfxCtx);
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Gfx_SetupDL_42Overlay(play->state.gfxCtx);
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const Color_RGB8 A_Button_Colors = {R_A_BTN_COLOR(0), R_A_BTN_COLOR(1), R_A_BTN_COLOR(2)};
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s16 X_Margins_BtnA;
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s16 Y_Margins_BtnA;
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@ -5513,7 +5513,7 @@ void Interface_Draw(PlayState* play) {
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if ((pauseCtx->state == 6) && (pauseCtx->unk_1E4 == 3)) {
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// Inventory Equip Effects
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gSPSegment(OVERLAY_DISP++, 0x08, pauseCtx->iconItemSegment);
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func_80094A14(play->state.gfxCtx);
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Gfx_SetupDL_42Overlay(play->state.gfxCtx);
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gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATERGBA_PRIM, G_CC_MODULATERGBA_PRIM);
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gSPMatrix(OVERLAY_DISP++, &gMtxClear, G_MTX_MODELVIEW | G_MTX_LOAD);
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@ -5559,7 +5559,7 @@ void Interface_Draw(PlayState* play) {
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gSP1Quadrangle(OVERLAY_DISP++, 0, 2, 3, 1, 0);
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}
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func_80094520(play->state.gfxCtx);
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Gfx_SetupDL_39Overlay(play->state.gfxCtx);
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if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0)) {
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if (gSaveContext.minigameState != 1) {
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