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https://github.com/izzy2lost/Diddy-Kong-Racing.git
synced 2026-06-19 01:16:26 -07:00
Merge branch 'master' into particles
This commit is contained in:
+21
-6
@@ -8,6 +8,7 @@
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#include "level_object_entries.h"
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#include "object_properties.h"
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#include "gbi.h"
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#include "PR/libaudio.h"
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// Stolen from PD
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// This hacky structure allows coords to be accessed using
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@@ -98,7 +99,7 @@ typedef struct SoundMask {
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/* 0x11 */ u8 unk11;
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/* 0x12 */ u8 unk12;
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/* 0x14 */ s32 distance;
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/* 0x18 */ s32 unk18;
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/* 0x18 */ ALSoundState *soundPtr;
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/* 0x1C */ struct SoundMask **soundMask;
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/* 0x20 */ u8 unk20;
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/* 0x21 */ u8 unk21;
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@@ -151,6 +152,13 @@ typedef struct DrawTexture {
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s16 yOffset; // Offset from the center of the screen.
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} DrawTexture;
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// Probably not unique to the boot menu.
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typedef struct ShadowHeapProperties {
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TextureHeader *texture; // Pointer to texture to draw.
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s16 triCount; // Offset from the center of the screen.
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s16 vtxCount; // Offset from the center of the screen.
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} ShadowHeapProperties;
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typedef struct Sprite {
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/* 0x00 */ s16 baseTextureId;
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/* 0x02 */ s16 numberOfFrames; // 1 means static texture
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@@ -658,6 +666,13 @@ typedef struct ObjectModel {
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/* 0x54 */ u8 pad[0x2C];
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} ObjectModel;
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typedef struct CollisionNode {
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u16 triangleIndex; // This triangle index
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u16 closestTri01; // The closest triangle index to the line made from indices 0 & 1.
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u16 closestTri12; // The closest triangle index to the line made from indices 1 & 2.
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u16 closestTri20; // The closest triangle index to the line made from indices 2 & 0.
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} CollisionNode;
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/* Size: 0x44 bytes */
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typedef struct LevelModelSegment {
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/* 0x00 */ Vertex *vertices;
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@@ -665,7 +680,7 @@ typedef struct LevelModelSegment {
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/* 0x08 */ s32 unk8;
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/* 0x0C */ TriangleBatchInfo *batches;
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/* 0x10 */ s16 *unk10;
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/* 0x14 */ u16 *unk14;
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/* 0x14 */ CollisionNode *unk14;
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/* 0x18 */ f32 *unk18;
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/* 0x1C */ s16 numberOfVertices;
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/* 0x1E */ s16 numberOfTriangles;
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@@ -790,10 +805,10 @@ typedef struct ObjectHeader {
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/* 0x40 */ s16 shadeAngleZ;
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/* 0x42 */ s16 unk42;
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/* 0x44 */ s16 unk44;
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/* 0x48 */ s16 unk46;
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/* 0x48 */ s16 unk48;
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/* 0x4A */ s16 unk4A;
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/* 0x4C */ s16 unk4C;
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/* 0x48 */ s16 shadowBottom; // Lower bounds for shadow
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/* 0x48 */ s16 shadowTop; // Upper bounds for shadow
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/* 0x4A */ s16 shadowFadeMin; // Close reference distance for shadow opacity
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/* 0x4C */ s16 shadowFadeMax; // Far reference distance for shadow opacity
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/* 0x4E */ s16 drawDistance;
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/* 0x50 */ s16 unk50;
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/* 0x52 */ s8 unk52;
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