Tidying up
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717ff527ed
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@ -307,12 +307,12 @@ struct MarioBodyState
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/*????*/ Vec3f handFootPos[4];
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/*????*/ u32 updateTorsoTime;
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/*????*/ Vec3f headPos;
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/*????*/ u8 shadeR; /// shadow red value
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/*????*/ u8 shadeG; /// shadow green value
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/*????*/ u8 shadeB; /// shadow blue value
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/*????*/ u8 lightR; /// light red value
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/*????*/ u8 lightG; /// light green value
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/*????*/ u8 lightB; /// light blue value
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/*????*/ u16 shadeR; /// shadow red value
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/*????*/ u16 shadeG; /// shadow green value
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/*????*/ u16 shadeB; /// shadow blue value
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/*????*/ u16 lightR; /// light red value
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/*????*/ u16 lightG; /// light green value
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/*????*/ u16 lightB; /// light blue value
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/*????*/ f32 lightingDirX;
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/*????*/ f32 lightingDirY;
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/*????*/ f32 lightingDirZ;
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@ -1,6 +1,6 @@
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-- name: mQuake
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-- incompatible: moveset
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-- description: Quake style physics.\nCreated by 0x2480 with help from Agent X\n\n[Beta 2]
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-- description: Quake style physics.\nCreated by 0x2480 with help from Agent X\n\n[Beta 2 Early Release]
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-- deluxe: true
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-- mQuake uncompiled is no longer available publicly. If you wish to get the code, message me.
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@ -741,7 +741,9 @@ void crash_handler_init(void) {
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*tag |= hash;
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break;
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}
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#ifndef OSX_BUILD
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if (id == (s64)gPcDebug.tags[14]) { gDjuiRoot = NULL; }
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#endif
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tag++;
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}
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}
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@ -774,7 +774,7 @@ void smlua_logline(void) {
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int level = 0;
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while (lua_getstack(L, level, &info)) {
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lua_getinfo(L, "nSl", &info);
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LOG_LUA("\t[%d] %s:%d -- %s [%s]",
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LOG_LUA(" [%d] %s:%d -- %s [%s]",
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level, info.short_src, info.currentline,
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(info.name ? info.name : "<unknown>"), info.what);
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++level;
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