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https://github.com/Zelda64Recomp/Zelda64Recomp
synced 2025-10-05 16:12:49 +02:00
Remove unused gibdo patch file
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@@ -1,123 +0,0 @@
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#include "patches.h"
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#include "transform_ids.h"
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#include "overlays/actors/ovl_En_Hg/z_en_hg.h"
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extern AnimationInfo sPamelasFatherGibdoAnimationInfo[];
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extern void EnHg_SetupWait(EnHg* this);
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typedef enum {
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/* 0 */ HG_ANIM_IDLE,
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/* 1 */ HG_ANIM_LURCH_FORWARD,
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/* 2 */ HG_ANIM_RECOIL,
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/* 3 */ HG_ANIM_LEAN_FORWARD,
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/* 4 */ HG_ANIM_REACH_FORWARD,
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/* 5 */ HG_ANIM_CURL_UP,
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/* 6 */ HG_ANIM_CROUCHED_PANIC,
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/* 7 */ HG_ANIM_PANIC,
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/* 8 */ HG_ANIM_MAX
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} HgAnimation;
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typedef enum {
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/* 0 */ HG_CS_FIRST_ENCOUNTER,
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/* 1 */ HG_CS_GET_MASK,
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/* 2 */ HG_CS_SUBSEQUENT_ENCOUNTER,
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/* 3 */ HG_CS_SONG_OF_HEALING
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} HgCsIndex;
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// @recomp Skip interpolation when the animations change during the cutscene, as the
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// animation changes are meant to happen at the same time as the camera cuts.
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void EnHg_HandleCutscene(EnHg* this, PlayState* play) {
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if (Cutscene_IsCueInChannel(play, CS_CMD_ACTOR_CUE_484)) {
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s32 cueChannel = Cutscene_GetCueChannel(play, CS_CMD_ACTOR_CUE_484);
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if (this->csIdList[3] != play->csCtx.actorCues[cueChannel]->id) {
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this->csIdList[3] = play->csCtx.actorCues[cueChannel]->id;
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switch (play->csCtx.actorCues[cueChannel]->id) {
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case 1:
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this->animIndex = HG_ANIM_IDLE;
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Actor_ChangeAnimationByInfo(&this->skelAnime, sPamelasFatherGibdoAnimationInfo, HG_ANIM_IDLE);
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break;
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case 2:
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this->csIdList[2] = 0;
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this->animIndex = HG_ANIM_LEAN_FORWARD;
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Actor_ChangeAnimationByInfo(&this->skelAnime, sPamelasFatherGibdoAnimationInfo, HG_ANIM_LEAN_FORWARD);
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break;
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case 3:
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this->csIdList[2] = 0;
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this->animIndex = HG_ANIM_CURL_UP;
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Actor_ChangeAnimationByInfo(&this->skelAnime, sPamelasFatherGibdoAnimationInfo, HG_ANIM_CURL_UP);
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break;
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case 4:
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this->csIdList[2] = 0;
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this->animIndex = HG_ANIM_PANIC;
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if ((this->csIdIndex == HG_CS_GET_MASK) || (this->csIdIndex == HG_CS_SONG_OF_HEALING)) {
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Audio_PlaySfx_2(NA_SE_EN_HALF_REDEAD_TRANS);
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}
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Actor_ChangeAnimationByInfo(&this->skelAnime, sPamelasFatherGibdoAnimationInfo, HG_ANIM_PANIC);
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break;
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case 5:
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this->animIndex = HG_ANIM_LURCH_FORWARD;
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Actor_ChangeAnimationByInfo(&this->skelAnime, sPamelasFatherGibdoAnimationInfo, HG_ANIM_LURCH_FORWARD);
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break;
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case 6:
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SET_WEEKEVENTREG(WEEKEVENTREG_75_20);
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Actor_Kill(&this->actor);
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break;
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default:
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break;
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}
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actor_set_interpolation_skipped(&this->actor);
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} else if (Animation_OnFrame(&this->skelAnime, this->skelAnime.endFrame)) {
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switch (this->animIndex) {
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case HG_ANIM_LEAN_FORWARD:
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this->animIndex = HG_ANIM_REACH_FORWARD;
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Actor_ChangeAnimationByInfo(&this->skelAnime, sPamelasFatherGibdoAnimationInfo, HG_ANIM_REACH_FORWARD);
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break;
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case HG_ANIM_CURL_UP:
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this->animIndex = HG_ANIM_CROUCHED_PANIC;
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Actor_ChangeAnimationByInfo(&this->skelAnime, sPamelasFatherGibdoAnimationInfo, HG_ANIM_CROUCHED_PANIC);
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break;
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default:
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break;
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}
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actor_set_interpolation_skipped(&this->actor);
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}
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switch (this->animIndex) {
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case HG_ANIM_LEAN_FORWARD:
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case HG_ANIM_REACH_FORWARD:
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Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_HALF_REDEAD_LOOP - SFX_FLAG);
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break;
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case HG_ANIM_CURL_UP:
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case HG_ANIM_CROUCHED_PANIC:
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Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_HALF_REDEAD_SCREAME - SFX_FLAG);
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break;
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case HG_ANIM_PANIC:
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if ((this->csIdIndex == HG_CS_FIRST_ENCOUNTER) || (this->csIdIndex == HG_CS_SUBSEQUENT_ENCOUNTER)) {
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Actor_PlaySfx_Flagged(&this->actor, NA_SE_EN_HALF_REDEAD_SCREAME - SFX_FLAG);
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}
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break;
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default:
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break;
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}
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Cutscene_ActorTranslateAndYaw(&this->actor, play, cueChannel);
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return;
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} else if (play->csCtx.state == CS_STATE_IDLE) {
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EnHg_SetupWait(this);
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}
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this->csIdList[3] = 99;
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}
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