forked from Ports/perfect_dark
Merge branch 'port' of https://github.com/fgsfdsfgs/perfect_dark into port-net
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@@ -10983,7 +10983,6 @@ void bgunRender(Gfx **gdlptr)
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struct modelrenderdata renderdata = {NULL, true, 3}; // 10c
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struct player *player;
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s32 i;
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const u32 wnorm = mtx00016dcc(0, 300);
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static bool renderhand = true; // var800702dc
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@@ -11049,7 +11048,7 @@ void bgunRender(Gfx **gdlptr)
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gSPLookAt(gdl++, camGetLookAt());
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}
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gSPPerspNormalize(gdl++, wnorm);
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gSPPerspNormalize(gdl++, mtx00016dcc(0, 300));
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// There is support for guns having a TV screen on them
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// but no guns have this model part so it's not used.
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@@ -11224,17 +11223,7 @@ void bgunRender(Gfx **gdlptr)
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}
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}
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#ifndef PLATFORM_N64
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// put the casings into the same Z range as the gun
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gSPPerspNormalize(gdl++, wnorm);
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#endif
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casingsRender(&gdl);
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#ifndef PLATFORM_N64
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gSPPerspNormalize(gdl++, viGetPerspScale());
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#endif
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zbufSwap();
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gdl = zbufConfigureRdp(gdl);
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+2
-1
@@ -126,7 +126,6 @@ Gfx *zbufConfigureRdp(Gfx *gdl)
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Gfx *zbufClear(Gfx *gdl)
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{
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#ifdef PLATFORM_N64
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// no reason to do a Z clear on PC, we already do it at frame start
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s32 left;
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s32 right;
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@@ -150,6 +149,8 @@ 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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#else
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gDPClearDepthEXT(gdl++);
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#endif
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return gdl;
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@@ -195,6 +195,7 @@
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#define G_COPYFB_EXT 0x41
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#define G_IMAGERECT_EXT 0x42
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#define G_RDPFLUSH_EXT 0x43
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#define G_CLEAR_DEPTH_EXT 0x44
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/* G_EXTRAGEOMETRYMODE flags */
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@@ -300,6 +301,8 @@
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#define gDPFlushEXT(pkt) gDPNoParam(pkt, G_RDPFLUSH_EXT)
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#define gDPClearDepthEXT(pkt) gDPNoParam(pkt, G_CLEAR_DEPTH_EXT)
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#undef gDPFillRectangleScaled
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#define gDPFillRectangleScaled(pkt, x1, y1, x2, y2) gDPFillRectangleEXT(pkt, (x1) * g_ScaleX, y1, (x2) * g_ScaleX, y2)
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