Final Step of CVar macro/sectionalizing (#4107)
* p * Missed the prefix renames. * More missed ones. * Mostly finished cleanup. Removed a few CVars and some related functionality. * Bit more (prepping non-existent title card color editing). * Resolve gCrowdControl. * Final cleanup. * Universal constant, not acceleration... * Preset CVars.
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@@ -1082,10 +1082,10 @@ void TitleCard_InitPlaceName(PlayState* play, TitleCardContext* titleCtx, void*
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void TitleCard_Update(PlayState* play, TitleCardContext* titleCtx) {
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const Color_RGB8 TitleCard_Colors_ori = {255,255,255};
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Color_RGB8 TitleCard_Colors = {255,255,255};
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if (titleCtx->isBossCard && CVarGetInteger("gHudColors", 1) == 2) {//Bosses cards.
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TitleCard_Colors = CVarGetColor24("gCCTC_B_U_Prim", TitleCard_Colors_ori);
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} else if (!titleCtx->isBossCard && CVarGetInteger("gHudColors", 1) == 2) {
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TitleCard_Colors = CVarGetColor24("gCCTC_OW_U_Prim", TitleCard_Colors_ori);
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if (titleCtx->isBossCard && CVarGetInteger(CVAR_COSMETIC("HUD.TitleCard.Boss.Changed"), 1) == 2) {
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TitleCard_Colors = CVarGetColor24(CVAR_COSMETIC("HUD.TitleCard.Boss.Value"), TitleCard_Colors_ori);
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} else if (!titleCtx->isBossCard && CVarGetInteger(CVAR_COSMETIC("HUD.TitleCard.Map.Changed"), 1) == 2) {
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TitleCard_Colors = CVarGetColor24(CVAR_COSMETIC("HUD.TitleCard.Map.Value"), TitleCard_Colors_ori);
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} else {
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TitleCard_Colors = TitleCard_Colors_ori;
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}
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@@ -1129,10 +1129,10 @@ void TitleCard_Draw(PlayState* play, TitleCardContext* titleCtx) {
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if (TitleCard_PosType_Checker != 0) {
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TitleCard_PosY = TitleCard_PosY_Modifier;
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if (TitleCard_PosType_Checker == 1) {//Anchor Left
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if (TitleCard_Margin_Checker != 0) {TitleCard_MarginX = CVarGetInteger("gHUDMargin_L", 0)*-1;};
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if (TitleCard_Margin_Checker != 0) {TitleCard_MarginX = CVarGetInteger(CVAR_COSMETIC("HUD.Margin.L"), 0)*-1;};
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TitleCard_PosX = OTRGetDimensionFromLeftEdge(TitleCard_PosX_Modifier+TitleCard_MarginX)-11;
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} else if (TitleCard_PosType_Checker == 2) {//Anchor Right
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if (TitleCard_Margin_Checker != 0) {TitleCard_MarginX = CVarGetInteger("gHUDMargin_R", 0);};
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if (TitleCard_Margin_Checker != 0) {TitleCard_MarginX = CVarGetInteger(CVAR_COSMETIC("HUD.Margin.R"), 0);};
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TitleCard_PosX = OTRGetDimensionFromRightEdge(TitleCard_PosX_Modifier+TitleCard_MarginX);
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} else if (TitleCard_PosType_Checker == 3) {//Anchor None
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TitleCard_PosX = TitleCard_PosX_Modifier;
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@@ -2214,7 +2214,7 @@ void Player_PlaySfx(Actor* actor, u16 sfxId) {
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if (actor->id != ACTOR_PLAYER || sfxId < NA_SE_VO_LI_SWORD_N || sfxId > NA_SE_VO_LI_ELECTRIC_SHOCK_LV_KID) {
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Audio_PlaySoundGeneral(sfxId, &actor->projectedPos, 4, &D_801333E0 , &D_801333E0, &D_801333E8);
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} else {
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freqMultiplier = CVarGetFloat("gLinkVoiceFreqMultiplier", 1.0);
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freqMultiplier = CVarGetFloat(CVAR_AUDIO("LinkVoiceFreqMultiplier"), 1.0);
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if (freqMultiplier <= 0) {
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freqMultiplier = 1;
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}
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@@ -2911,7 +2911,7 @@ s32 func_800314D4(PlayState* play, Actor* actor, Vec3f* arg2, f32 arg3) {
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// #region SoH [Widescreen support]
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// Doors will cull quite noticeably on wider screens. For these actors the zone is increased
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f32 limit = 1.0f;
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if (((actor->id == ACTOR_EN_DOOR) || (actor->id == ACTOR_DOOR_SHUTTER)) && CVarGetInteger("gIncreaseDoorUncullZones", 1)) {
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if (((actor->id == ACTOR_EN_DOOR) || (actor->id == ACTOR_DOOR_SHUTTER)) && CVarGetInteger(CVAR_GENERAL("IncreaseDoorUncullZones"), 1)) {
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limit = 2.0f;
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}
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