forked from Ports/perfect_dark
clear up debugging statements
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400865ec25
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4 files changed
+20
-38
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+2
-5
@@ -57,7 +57,6 @@
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#include "game/stagetable.h"
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#include "video.h"
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#include "platform.h"
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#include <stdio.h> // remove after debugging
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#endif
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#define GUNLOADSTATE_FLUX 0
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@@ -10939,8 +10938,6 @@ glabel var7f1aca90
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// Mismatch: Goal uses different codegen for accessing vertices
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void bgunRender(Gfx **gdlptr)
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{
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printf("\nsrc/game/bondgun.c:bgunRender()");
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fflush(stdout);
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Gfx *gdl = *gdlptr;
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struct modelrenderdata renderdata = {NULL, true, 3}; // 10c
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struct player *player;
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@@ -10959,7 +10956,9 @@ void bgunRender(Gfx **gdlptr)
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return;
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}
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#ifdef PLATFORM_N64
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gdl = zbufSaveArtifactDepths(gdl);
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#endif
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gdl = viPrepareZbuf(gdl);
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gdl = vi0000b1d0(gdl);
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@@ -11193,8 +11192,6 @@ void bgunRender(Gfx **gdlptr)
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viGetViewLeft() + viGetViewWidth(), viGetViewTop() + viGetViewHeight());
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*gdlptr = gdl;
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printf("\n done!");
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fflush(stdout);
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}
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#endif
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+8
-22
@@ -21,7 +21,6 @@
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#include "lib/lib_17ce0.h"
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#include "game/player.h"
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#include "game/prop.h"
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#include <stdio.h> // remove after debugging
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#endif
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/**
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@@ -109,7 +108,7 @@ void artifactsTick(void)
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schedIncrementFrontArtifacts();
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}
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u16 floatToIntDepth(f32 arg0)
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u16 floatToN64Depth(f32 arg0)
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{
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/**
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* Method to convert a 32 bit floating point depth value to the
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@@ -124,10 +123,6 @@ u16 floatToIntDepth(f32 arg0)
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* this calculation at values 0x3f800, 0x3f000, etc. is probably
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* intended to reduce z-fighting by adding more differentiation for
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* distant z values.
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*
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* TO DO: figure why the output appears with a >> 2 shift.
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* It might be worth it to simplify some of the externally
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* applied scaling factors if it can match the N64 compilation.
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*/
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u32 value = arg0 * 8.0f;
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u32 left; // forms the most significant byte of the final u16
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@@ -215,9 +210,6 @@ bool artifactTestLos(struct coord *spec, struct coord *roompos, s32 xi, s32 yi)
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void artifactsCalculateGlaresForRoom(s32 roomnum)
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{
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printf("\nsrc/game/game_13c510.c:artifactsCalculateGlaresForRoom(%d)", roomnum);
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fflush(stdout);
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s32 i;
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s32 j;
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s32 k;
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@@ -445,7 +437,13 @@ void artifactsCalculateGlaresForRoom(s32 roomnum)
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#ifndef PLATFORM_N64
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artifact->visiblelos = artifactTestLos(&spec, &g_BgRooms[roomnum].pos, xi, yi);
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#endif
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artifact->expecteddepth = floatToIntDepth(f0) >> 2;
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/**
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* the game performs artifact depth comparison using
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* the original N64 depth values divided by 4, which
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* is accomplished by bit shifting the N64 depth value
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* to the right using >> 2
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*/
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artifact->expecteddepth = floatToN64Depth(f0) >> 2;
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artifact->zbufptr = &g_ZbufPtr1[viGetWidth() * yi + xi];
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artifact->light = &roomlights[i];
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artifact->type = ARTIFACTTYPE_GLARE;
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@@ -459,8 +457,6 @@ void artifactsCalculateGlaresForRoom(s32 roomnum)
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}
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}
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}
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printf("\n done!");
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fflush(stdout);
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}
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u8 artifactsClamp(u8 arg0, u8 arg1)
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@@ -478,9 +474,6 @@ u8 artifactsClamp(u8 arg0, u8 arg1)
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Gfx *artifactsConfigureForGlares(Gfx *gdl)
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{
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printf("\nsrc/game/game_13c510.c:artifactsConfigureForGlares()");
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fflush(stdout);
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struct stagetableentry *stage = stageGetCurrent();
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texSelect(&gdl, &g_TexLightGlareConfigs[stage->light_type], 4, 0, 2, 1, NULL);
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@@ -495,8 +488,6 @@ Gfx *artifactsConfigureForGlares(Gfx *gdl)
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gDPSetAlphaDither(gdl++, G_AD_PATTERN);
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gDPSetTexturePersp(gdl++, G_TP_NONE);
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printf("\n done!");
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fflush(stdout);
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return gdl;
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}
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@@ -509,9 +500,6 @@ Gfx *artifactsUnconfigureForGlares(Gfx *gdl)
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Gfx *artifactsRenderGlaresForRoom(Gfx *gdl, s32 roomnum)
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{
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printf("\nsrc/game/game_13c510.c:artifactsRenderGlaresForRoom(%d)", roomnum);
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fflush(stdout);
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s32 i;
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s32 j;
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s32 lightindex;
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@@ -754,7 +742,5 @@ Gfx *artifactsRenderGlaresForRoom(Gfx *gdl, s32 roomnum)
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}
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}
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printf("\n done!");
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fflush(stdout);
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return gdl;
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}
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+10
-6
@@ -10,7 +10,6 @@
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#include "lib/memp.h"
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#include "data.h"
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#include "types.h"
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#include <stdio.h> // remove after debugging
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u32 g_ZbufWidth;
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u32 g_ZbufHeight;
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@@ -126,6 +125,7 @@ Gfx *zbufConfigureRdp(Gfx *gdl)
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*/
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Gfx *zbufClear(Gfx *gdl)
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{
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#ifdef PLATFORM_N64
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s32 left;
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s32 right;
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@@ -149,7 +149,7 @@ Gfx *zbufClear(Gfx *gdl)
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gDPFillRectangle(gdl++, left, 0, right, playerGetFbHeight() - 1);
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gDPPipeSync(gdl++);
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#ifndef PLATFORM_N64
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#else
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gDPClearDepthEXT(gdl++);
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#endif
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@@ -177,6 +177,14 @@ u16 *zbufGetArtifactsCfb(s32 index)
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return addr;
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}
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/**
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* This method is designed to save artifact depths
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* prior to drawing the hands and weapon on-screen
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* since drawing them requires clearing the zbuffer
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* to avoid clipping the gun model on floors and walls.
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*
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* TODO: determine if this works with the PC port
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*/
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Gfx *zbufSaveArtifactDepths(Gfx *gdl)
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{
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struct artifact *artifacts = schedGetWriteArtifacts();
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@@ -188,8 +196,6 @@ Gfx *zbufSaveArtifactDepths(Gfx *gdl)
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u16 *zbufrow;
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s32 i;
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printf("\nsrc/game/zbuf.c:zbufSaveArtifactDepths()");
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fflush(stdout);
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viGetBackBuffer();
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samples = zbufGetArtifactsCfb(g_SchedWriteArtifactsIndex);
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g_SchedSpecialArtifactIndexes[g_SchedWriteArtifactsIndex] = 1;
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@@ -255,7 +261,5 @@ Gfx *zbufSaveArtifactDepths(Gfx *gdl)
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if (samples);
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printf("\n done!");
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fflush(stdout);
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return gdl;
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}
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@@ -19,7 +19,6 @@
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#include "lib/joy.h"
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#include "data.h"
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#include "types.h"
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#include <stdio.h> // remove after debugging
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/*
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* private typedefs and defines
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@@ -534,8 +533,6 @@ void schedResetArtifacts(void)
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void schedUpdatePendingArtifacts(void)
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{
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printf("\nsrc/lib/sched.c:schedUpdatePendingArtifacts()");
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fflush(stdout);
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struct artifact *artifacts = schedGetPendingArtifacts();
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s32 i;
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@@ -564,8 +561,6 @@ void schedUpdatePendingArtifacts(void)
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g_SchedSpecialArtifactIndexes[g_SchedPendingArtifactsIndex] = 0;
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schedIncrementPendingArtifacts();
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printf("\n done!");
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fflush(stdout);
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}
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/**
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