Add pulsate boss icon enhancement (#4651)
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@@ -4,7 +4,7 @@
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void (*sKaleidoScopeUpdateFunc)(PlayState* play);
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void (*sKaleidoScopeDrawFunc)(PlayState* play);
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f32 gBossMarkScale;
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f32 gBossMarkScale = 1.0f;
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u32 D_8016139C;
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PauseMapMarksData* gLoadedPauseMarkDataTable;
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@@ -37,8 +37,6 @@ extern PauseMapMarksData gPauseMapMarkDataTable[];
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extern PauseMapMarksData gPauseMapMarkDataTableMasterQuest[];
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void PauseMapMark_Init(PlayState* play) {
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gBossMarkState = 0;
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gBossMarkScale = 1.0f;
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if(ResourceMgr_IsGameMasterQuest()) {
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gLoadedPauseMarkDataTable = gPauseMapMarkDataTableMasterQuest;
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} else {
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@@ -172,6 +170,20 @@ void PauseMapMark_Draw(PlayState* play) {
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case SCENE_ICE_CAVERN:
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PauseMapMark_DrawForDungeon(play);
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break;
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case SCENE_DEKU_TREE_BOSS:
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case SCENE_DODONGOS_CAVERN_BOSS:
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case SCENE_JABU_JABU_BOSS:
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case SCENE_FOREST_TEMPLE_BOSS:
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case SCENE_FIRE_TEMPLE_BOSS:
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case SCENE_WATER_TEMPLE_BOSS:
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case SCENE_SPIRIT_TEMPLE_BOSS:
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case SCENE_SHADOW_TEMPLE_BOSS:
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case SCENE_GANONDORF_BOSS:
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case SCENE_GANONS_TOWER_COLLAPSE_EXTERIOR:
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if (CVarGetInteger(CVAR_ENHANCEMENT("PulsateBossIcon"), 0) != 0) {
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PauseMapMark_DrawForDungeon(play);
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}
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break;
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}
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PauseMapMark_Clear(play);
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