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* Bugfix: BETTER_REVERB starts before buffers are ready * Add support for preset options to be used with BETTER_REVERB * Some BETTER_REVERB cleanup * The funny whoops * Address suggested level script change * Bugfix: useReverb crashes when disabled * Allow window size override for vanilla-esque BETTER_REVERB presets * Remove unnecessary downsampling limit check * Fix up a few things + some slight reformatting * Add light documentation to the BETTER_REVERB parameters * Adjust BETTER_REVERB preset types to make more sense * Reset BETTER_REVERB data buffer to be unallocated when not in use * Properly disable BETTER_REVERB when disabling all reverb processing * Remove an unnecessary BETTER_REVERB ifdef * Remove D_80332108 * Revise BETTER_REVERB config description
42 lines
1.0 KiB
C
42 lines
1.0 KiB
C
#include <ultra64.h>
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#include "sm64.h"
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#include "behavior_data.h"
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#include "model_ids.h"
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#include "seq_ids.h"
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#include "segment_symbols.h"
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#include "level_commands.h"
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#include "game/area.h"
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#include "game/level_update.h"
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#include "levels/scripts.h"
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#include "actors/common1.h"
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#include "make_const_nonconst.h"
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#include "levels/ending/header.h"
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const LevelScript level_ending_entry_loop[] = {
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SLEEP(/*frames*/ 1),
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JUMP(level_ending_entry_loop), // (loop sleep 1 forever)
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};
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const LevelScript level_ending_entry[] = {
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INIT_LEVEL(),
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LOAD_LEVEL_DATA(ending),
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ALLOC_LEVEL_POOL(),
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AREA(/*index*/ 1, ending_geo_area_1),
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END_AREA(),
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FREE_LEVEL_POOL(),
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SLEEP(/*frames*/ 60),
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BLACKOUT(/*active*/ FALSE),
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LOAD_AREA(/*area*/ 1),
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TRANSITION(/*transType*/ WARP_TRANSITION_FADE_FROM_COLOR, /*time*/ 75, /*color*/ 0x00, 0x00, 0x00),
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SLEEP(/*frames*/ 120),
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CALL(/*arg*/ 0, /*func*/ lvl_play_the_end_screen_sound),
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JUMP(level_ending_entry_loop), // (loop sleep 1 forever)
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};
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