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#include <libultraship/bridge.h>
#include "Enhancements/GameInteractor/GameInteractor.h"
extern "C" {
#include <z64.h>
#include <macros.h>
extern PlayState* gPlayState;
extern SaveContext gSaveContext;
extern ActorOverlay gActorOverlayTable[ACTOR_ID_MAX];
extern s16 gPlayerFormObjectIds[PLAYER_FORM_MAX];
void Player_PlaySfx(Player* player, u16 sfxId);
void PlayerCall_Init(Actor* thisx, PlayState* play);
void PlayerCall_Update(Actor* thisx, PlayState* play);
void PlayerCall_Draw(Actor* thisx, PlayState* play);
void TransitionFade_SetColor(void* thisx, u32 color);
}
void RegisterFastTransformation() {
REGISTER_VB_SHOULD(GI_VB_PREVENT_MASK_TRANSFORMATION_CS, {
if (CVarGetInteger("gEnhancements.Masks.FastTransformation", 0)) {
*should = true;
Player* player = GET_PLAYER(gPlayState);
// This was mostly copied directly from func_8012301C within z_player_lib.c
s16 objectId = gPlayerFormObjectIds[GET_PLAYER_FORM];
gActorOverlayTable[ACTOR_PLAYER].initInfo->objectId = objectId;
func_8012F73C(&gPlayState->objectCtx, player->actor.objectSlot, objectId);
player->actor.objectSlot = Object_GetSlot(&gPlayState->objectCtx, GAMEPLAY_KEEP);
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s32 objectSlot =
Object_GetSlot(&gPlayState->objectCtx, gActorOverlayTable[ACTOR_PLAYER].initInfo->objectId);
player->actor.objectSlot = objectSlot;
player->actor.shape.rot.z = GET_PLAYER_FORM + 1;
player->actor.init = PlayerCall_Init;
player->actor.update = PlayerCall_Update;
player->actor.draw = PlayerCall_Draw;
gSaveContext.save.equippedMask = PLAYER_MASK_NONE;
TransitionFade_SetColor(&gPlayState->unk_18E48, 0x000000);
R_TRANS_FADE_FLASH_ALPHA_STEP = -1;
Player_PlaySfx(GET_PLAYER(gPlayState), NA_SE_SY_TRANSFORM_MASK_FLASH);
}
});
}