change OSMesg definition and fix memory corruptions
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@@ -240,7 +240,7 @@ int fbTest = -1;
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void GameState_Update(GameState* gameState) {
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GraphicsContext* gfxCtx = gameState->gfxCtx;
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if (fbTest == -1)
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if (fbTest == -1)
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{
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fbTest = gfx_create_framebuffer(64, 112);
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//fbTest = gfx_create_framebuffer(256, 512);
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@@ -323,18 +323,18 @@ void GameState_Update(GameState* gameState) {
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GameState_Draw(gameState, gfxCtx);
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func_800C49F4(gfxCtx);
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}
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// -----------------------
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// Cheats hooks
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// -----------------------
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// Inf Money
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if (CVar_GetS32("gInfiniteMoney", 0) != 0) {
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if (gSaveContext.rupees < CUR_CAPACITY(UPG_WALLET)) {
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gSaveContext.rupees = CUR_CAPACITY(UPG_WALLET);
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}
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}
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// Inf Health
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if (CVar_GetS32("gInfiniteHealth", 0) != 0) {
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if (gSaveContext.health < gSaveContext.healthCapacity) {
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@@ -348,33 +348,33 @@ void GameState_Update(GameState* gameState) {
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if (AMMO(ITEM_STICK) < CUR_CAPACITY(UPG_STICKS)) {
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AMMO(ITEM_STICK) = CUR_CAPACITY(UPG_STICKS);
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}
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// Deku Nuts
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if (AMMO(ITEM_NUT) < CUR_CAPACITY(UPG_NUTS)) {
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AMMO(ITEM_NUT) = CUR_CAPACITY(UPG_NUTS);
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}
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// Bombs
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if (AMMO(ITEM_BOMB) < CUR_CAPACITY(UPG_BOMB_BAG)) {
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AMMO(ITEM_BOMB) = CUR_CAPACITY(UPG_BOMB_BAG);
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}
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// Fairy Bow (Ammo)
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if (AMMO(ITEM_BOW) < CUR_CAPACITY(UPG_QUIVER)) {
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AMMO(ITEM_BOW) = CUR_CAPACITY(UPG_QUIVER);
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}
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// Fairy Slingshot (Ammo)
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if (AMMO(ITEM_SLINGSHOT) < CUR_CAPACITY(UPG_BULLET_BAG)) {
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AMMO(ITEM_SLINGSHOT) = CUR_CAPACITY(UPG_BULLET_BAG);
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}
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// Bombchus (max: 50, no upgrades)
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if (AMMO(ITEM_BOMBCHU) < 50) {
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AMMO(ITEM_BOMBCHU) = 50;
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}
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}
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// Inf Magic
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if (CVar_GetS32("gInfiniteMagic", 0) != 0) {
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if (gSaveContext.magicAcquired && gSaveContext.magic != (gSaveContext.doubleMagic + 1) * 0x30) {
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@@ -386,7 +386,7 @@ void GameState_Update(GameState* gameState) {
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if (CVar_GetS32("gInfiniteNayru", 0) != 0) {
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gSaveContext.nayrusLoveTimer = 0x44B;
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}
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// Moon Jump On L
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if (CVar_GetS32("gMoonJumpOnL", 0) != 0) {
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if (gGlobalCtx) {
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@@ -424,7 +424,7 @@ void GameState_Update(GameState* gameState) {
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} else {
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CVar_SetS32("gPrevTime", -1);
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}
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//since our CVar is same value and properly default to 0 there is not problems doing this in single line.
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gSaveContext.language = CVar_GetS32("gLanguages", 0);
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@@ -525,7 +525,7 @@ void GameState_Init(GameState* gameState, GameStateFunc init, GraphicsContext* g
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}
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SpeedMeter_Init(&D_801664D0);
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func_800AA0B4();
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osSendMesg(&gameState->gfxCtx->queue, NULL, OS_MESG_BLOCK);
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osSendMesgPtr(&gameState->gfxCtx->queue, NULL, OS_MESG_BLOCK);
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endTime = osGetTime();
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// "Other initialization processing time %d us"
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