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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@@ -627,12 +627,6 @@ void Play_Init(GameState* thisx) {
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gTrnsnUnkState = 0;
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play->transitionMode = TRANS_MODE_OFF;
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if (CVarGetInteger("gSceneTransitions", 255)!= 255){
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play->transitionMode = CVarGetInteger("gSceneTransitions", 0);
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gSaveContext.nextTransitionType = CVarGetInteger("gSceneTransitions", 0);
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play->transitionType = CVarGetInteger("gSceneTransitions", 0);
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}
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FrameAdvance_Init(&play->frameAdvCtx);
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Rand_Seed((u32)osGetTime());
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Matrix_Init(&play->state);
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@@ -800,7 +794,7 @@ void Play_Update(PlayState* play) {
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HREG(82) = 0;
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}
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if (CVarGetInteger("gFreeCamera", 0) && Player_InCsMode(play)) {
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if (CVarGetInteger(CVAR_SETTING("FreeLook.Enabled"), 0) && Player_InCsMode(play)) {
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play->manualCamera = false;
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}
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@@ -1514,7 +1508,7 @@ void Play_Draw(PlayState* play) {
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// Flip the projections and invert culling for the OPA and XLU display buffers
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// These manage the world and effects
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if (CVarGetInteger("gMirroredWorld", 0)) {
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if (CVarGetInteger(CVAR_ENHANCEMENT("MirroredWorld"), 0)) {
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gSPSetExtraGeometryMode(POLY_OPA_DISP++, G_EX_INVERT_CULLING);
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gSPSetExtraGeometryMode(POLY_XLU_DISP++, G_EX_INVERT_CULLING);
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gSPMatrix(POLY_OPA_DISP++, play->view.projectionFlippedPtr, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION);
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@@ -1748,7 +1742,7 @@ void Play_Draw(PlayState* play) {
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GameInteractor_ExecuteOnPlayDrawEnd();
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// Reset the inverted culling
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if (CVarGetInteger("gMirroredWorld", 0)) {
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if (CVarGetInteger(CVAR_ENHANCEMENT("MirroredWorld"), 0)) {
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gSPClearExtraGeometryMode(POLY_OPA_DISP++, G_EX_INVERT_CULLING);
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gSPClearExtraGeometryMode(POLY_XLU_DISP++, G_EX_INVERT_CULLING);
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}
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@@ -1796,11 +1790,11 @@ void Play_Main(GameState* thisx) {
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PlayState* play = (PlayState*)thisx;
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// Decrease the easy pause buffer timer every frame
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if (CVarGetInteger("gCheatEasyPauseBufferTimer", 0) > 0) {
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CVarSetInteger("gCheatEasyPauseBufferTimer", CVarGetInteger("gCheatEasyPauseBufferTimer", 0) - 1);
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if (CVarGetInteger(CVAR_GENERAL("CheatEasyPauseBufferTimer"), 0) > 0) {
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CVarSetInteger(CVAR_GENERAL("CheatEasyPauseBufferTimer"), CVarGetInteger(CVAR_GENERAL("CheatEasyPauseBufferTimer"), 0) - 1);
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}
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if (play->envCtx.unk_EE[2] == 0 && CVarGetInteger("gLetItSnow", 0)) {
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if (play->envCtx.unk_EE[2] == 0 && CVarGetInteger(CVAR_GENERAL("LetItSnow"), 0)) {
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play->envCtx.unk_EE[3] = 64;
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Actor_Spawn(&gPlayState->actorCtx, gPlayState, ACTOR_OBJECT_KANKYO, 0, 0, 0, 0, 0, 0, 3, 0);
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}
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@@ -1977,11 +1971,11 @@ void Play_InitScene(PlayState* play, s32 spawn)
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}
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void Play_SpawnScene(PlayState* play, s32 sceneNum, s32 spawn) {
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uint8_t mqMode = CVarGetInteger("gBetterDebugWarpScreenMQMode", WARP_MODE_OVERRIDE_OFF);
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int16_t mqModeScene = CVarGetInteger("gBetterDebugWarpScreenMQModeScene", -1);
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uint8_t mqMode = CVarGetInteger(CVAR_GENERAL("BetterDebugWarpScreenMQMode"), WARP_MODE_OVERRIDE_OFF);
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int16_t mqModeScene = CVarGetInteger(CVAR_GENERAL("BetterDebugWarpScreenMQModeScene"), -1);
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if (mqMode != WARP_MODE_OVERRIDE_OFF && sceneNum != mqModeScene) {
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CVarClear("gBetterDebugWarpScreenMQMode");
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CVarClear("gBetterDebugWarpScreenMQModeScene");
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CVarClear(CVAR_GENERAL("BetterDebugWarpScreenMQMode"));
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CVarClear(CVAR_GENERAL("BetterDebugWarpScreenMQModeScene"));
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}
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OTRPlay_SpawnScene(play, sceneNum, spawn);
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