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https://github.com/Print-and-Panic/Microtransactions64.git
synced 2026-01-21 10:17:19 -08:00
Made widescreen toggleable in config.h. Also made the widescreen variable global while I'm at it.
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@@ -40,6 +40,11 @@
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#else
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// What's the point of having a border?
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#define BORDER_HEIGHT 0
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#endif
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// --ultrasm64-extbounds specific settings--
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// Enable widescreen (16:9) support
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#define WIDE
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#endif // CONFIG_H
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@@ -63,6 +63,9 @@ UNUSED u8 filler80339D30[0x90];
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s32 unused8032C690 = 0;
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u32 gGlobalTimer = 0;
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u8 gIsConsole;
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#ifdef WIDE
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u8 gWidescreen;
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#endif
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u16 sCurrFBNum = 0;
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u16 frameBufferIndex = 0;
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@@ -42,6 +42,9 @@ extern u8 *gGfxPoolEnd;
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extern struct GfxPool *gGfxPool;
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extern u8 gControllerBits;
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extern u8 gIsConsole;
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#ifdef WIDE
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extern u8 gWidescreen;
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#endif
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#ifdef EEP
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extern s8 gEepromProbe;
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#endif
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@@ -22,7 +22,7 @@
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#include "sm64.h"
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#include "text_strings.h"
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#include "types.h"
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#define wide // DELETE THIS DEFINE IF YOU DON'T WANT WIDESCREEN SUPPORT IN YOUR HACK (why tho)
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#include "config.h"
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u16 gDialogColorFadeTimer;
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s8 gLastDialogLineNum;
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@@ -39,7 +39,6 @@ u8 textCurrRatio43[] = { TEXT_HUD_CURRENT_RATIO_43 };
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u8 textCurrRatio169[] = { TEXT_HUD_CURRENT_RATIO_169 };
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u8 textWideInfo[] = { TEXT_HUD_WIDE_INFO };
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u8 textWideInfo2[] = { TEXT_HUD_WIDE_INFO2 };
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u8 widescreen = 0;
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extern u8 gLastCompletedCourseNum;
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extern u8 gLastCompletedStarNum;
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@@ -2272,8 +2271,8 @@ void render_pause_my_score_coins(void) {
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print_generic_string(get_string_width(gTextCourseArr[gInGameLanguage]) + 51, 157, strCourseNum);
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#else
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print_generic_string(CRS_NUM_X1, 157, strCourseNum);
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#ifdef wide
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if (widescreen == 0) {
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#ifdef WIDE
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if (!gWidescreen) {
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if (COURSE_IS_MAIN_COURSE(gCurrCourseNum)) {
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print_generic_string(10, 40, textCurrRatio43);
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} else {
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@@ -2583,20 +2582,20 @@ void render_pause_castle_main_strings(s16 x, s16 y) {
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}
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}
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}
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#ifdef wide
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#ifdef WIDE
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if (gPlayer1Controller->buttonPressed & L_TRIG){
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if (widescreen == 0){
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widescreen = 1;
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if (!gWidescreen){
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gWidescreen = 1;
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}
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else{
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widescreen = 0;
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gWidescreen = 0;
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}
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}
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#endif
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gSPDisplayList(gDisplayListHead++, dl_ia_text_begin);
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gDPSetEnvColor(gDisplayListHead++, 255, 255, 255, gDialogTextAlpha);
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#ifdef wide
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if (widescreen == 0) {
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#ifdef WIDE
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if (!gWidescreen) {
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print_generic_string(10, 20, textCurrRatio43);
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}
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else {
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@@ -2670,14 +2669,16 @@ s16 render_pause_courses_and_castle(void) {
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shade_screen();
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render_pause_my_score_coins();
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render_pause_red_coins();
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#ifdef WIDE
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if (gPlayer1Controller->buttonPressed & L_TRIG){
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if (widescreen == 0){
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widescreen = 1;
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if (!gWidescreen){
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gWidescreen = 1;
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}
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else{
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widescreen = 0;
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gWidescreen = 0;
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}
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}
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#endif
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if (gMarioStates[0].action & ACT_FLAG_PAUSE_EXIT) {
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render_pause_course_options(99, 93, &gDialogLineNum, 15);
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@@ -10,6 +10,7 @@
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#include "rendering_graph_node.h"
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#include "shadow.h"
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#include "sm64.h"
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#include "game_init.h"
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#define WIDESCREEN
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/**
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@@ -237,7 +238,6 @@ static void geo_process_ortho_projection(struct GraphNodeOrthoProjection *node)
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/**
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* Process a perspective projection node.
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*/
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extern u8 widescreen;
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static void geo_process_perspective(struct GraphNodePerspective *node) {
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if (node->fnNode.func != NULL) {
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node->fnNode.func(GEO_CONTEXT_RENDER, &node->fnNode.node, gMatStack[gMatStackIndex]);
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@@ -245,17 +245,16 @@ static void geo_process_perspective(struct GraphNodePerspective *node) {
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if (node->fnNode.node.children != NULL) {
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u16 perspNorm;
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Mtx *mtx = alloc_display_list(sizeof(*mtx));
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#ifdef VERSION_EU
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f32 aspect = ((f32) gCurGraphNodeRoot->width / (f32) gCurGraphNodeRoot->height) * 1.1f;
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#else
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if (widescreen == 1){
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#ifdef WIDE
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if (gWidescreen){
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aspect = 1.775f;
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}
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else{
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aspect = 1.33333f;
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}
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#endif
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#else
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aspect = 1.33333f;
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#endif
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guPerspective(mtx, &perspNorm, node->fov, aspect, node->near / WORLD_SCALE, node->far / WORLD_SCALE, 1.0f);
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gSPPerspNormalize(gDisplayListHead++, perspNorm);
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@@ -2854,12 +2854,13 @@ Gfx *geo_file_select_strings_and_menu_cursor(s32 callContext, UNUSED struct Grap
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* Relocates cursor position of the last save if the game goes back to the Mario Screen
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* either completing a course choosing "SAVE & QUIT" or having a game over.
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*/
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extern u8 widescreen;
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s32 lvl_init_menu_values_and_cursor_pos(UNUSED s32 arg, UNUSED s32 unused) {
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#ifdef VERSION_EU
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s8 fileNum;
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#endif
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widescreen = 0;
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#ifdef WIDE
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gWidescreen = 0;
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#endif
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sSelectedButtonID = MENU_BUTTON_NONE;
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sCurrentMenuLevel = MENU_LAYER_MAIN;
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sTextBaseAlpha = 0;
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@@ -20,6 +20,7 @@
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#include "star_select.h"
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#include "text_strings.h"
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#include "prevent_bss_reordering.h"
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#include "game/game_init.h"
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/**
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* @file star_select.c
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@@ -52,7 +53,8 @@ static s8 sSelectableStarIndex = 0;
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// Act Selector menu timer that keeps counting until you choose an act.
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static s32 sActSelectorMenuTimer = 0;
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extern u8 widescreen;
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#ifdef WIDE
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#endif
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/**
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* Act Selector Star Type Loop Action
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* Defines a select type for a star in the act selector.
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@@ -92,7 +94,8 @@ void bhv_act_selector_star_type_loop(void) {
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void render_100_coin_star(u8 stars) {
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if (stars & (1 << 6)) {
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// If the 100 coin star has been collected, create a new star selector next to the coin score.
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if (widescreen == 1){
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#ifdef WIDE
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if (gWidescreen){
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sStarSelectorModels[6] = spawn_object_abs_with_rot(gCurrentObject, 0, MODEL_STAR,
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bhvActSelectorStarType, ((370*4.0f)/3), 24, -300, 0, 0, 0);
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}
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@@ -100,6 +103,10 @@ void render_100_coin_star(u8 stars) {
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sStarSelectorModels[6] = spawn_object_abs_with_rot(gCurrentObject, 0, MODEL_STAR,
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bhvActSelectorStarType, 370, 24, -300, 0, 0, 0);
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}
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#else
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sStarSelectorModels[6] = spawn_object_abs_with_rot(gCurrentObject, 0, MODEL_STAR,
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bhvActSelectorStarType, 370, 24, -300, 0, 0, 0);
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#endif
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sStarSelectorModels[6]->oStarSelectorSize = 0.8;
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sStarSelectorModels[6]->oStarSelectorType = STAR_SELECTOR_100_COINS;
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@@ -154,7 +161,8 @@ void bhv_act_selector_init(void) {
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}
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// Render star selector objects
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if (widescreen == 1) {
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#ifdef WIDE
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if (gWidescreen) {
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for (i = 0; i < sVisibleStars; i++) {
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sStarSelectorModels[i] =
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spawn_object_abs_with_rot(gCurrentObject, 0, selectorModelIDs[i], bhvActSelectorStarType,
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@@ -170,6 +178,14 @@ void bhv_act_selector_init(void) {
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sStarSelectorModels[i]->oStarSelectorSize = 1.0f;
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}
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}
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#else
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for (i = 0; i < sVisibleStars; i++) {
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sStarSelectorModels[i] =
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spawn_object_abs_with_rot(gCurrentObject, 0, selectorModelIDs[i], bhvActSelectorStarType,
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75 + sVisibleStars * -75 + i * 152, 248, -300, 0, 0, 0);
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sStarSelectorModels[i]->oStarSelectorSize = 1.0f;
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}
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#endif
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render_100_coin_star(stars);
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}
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