refactor: use LUS 1.0 RC
Co-authored-by: kenix3 <kenixwhisperwind@gmail.com> Co-authored-by: David Chavez <david@dcvz.io> Co-authored-by: KiritoDv <kiritodev01@gmail.com> Co-authored-by: Christopher Leggett <chris@leggett.dev>
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@@ -109,7 +109,7 @@ void func_8006390C(Input* input) {
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InputCombo* input_combo;
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s32 i;
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if (!CVar_GetS32("gDebugEnabled", 0))
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if (!CVarGetInteger("gDebugEnabled", 0))
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return;
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regGroup = (gGameInfo->regGroup * REG_PAGES + gGameInfo->regPage) * REG_PER_PAGE - REG_PER_PAGE;
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@@ -192,7 +192,7 @@ void func_80063C04(GfxPrint* printer) {
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s32 pad;
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char name[3];
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if (!CVar_GetS32("gDebugEnabled", 0))
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if (!CVarGetInteger("gDebugEnabled", 0))
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return;
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// set up register name string
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@@ -219,7 +219,7 @@ void func_80063D7C(GraphicsContext* gfxCtx) {
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GfxPrint printer;
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Gfx* tempRet;
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if (!CVar_GetS32("gDebugEnabled", 0))
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if (!CVarGetInteger("gDebugEnabled", 0))
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return;
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OPEN_DISPS(gfxCtx);
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