irx, nullptr, threading patch
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@@ -30,9 +30,9 @@ Enemy::Enemy(Engine* engine, const EnemyInfo& t_info) {
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info.bodyTexture->addLink(bodyMaterial->id);
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info.clothTexture->addLink(clothMaterial->id);
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float r = Math::randomf(64.0F, 128.0F);
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float g = Math::randomf(64.0F, 128.0F);
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float b = Math::randomf(64.0F, 128.0F);
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float r = Math::randomf(75.0F, 128.0F);
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float g = Math::randomf(75.0F, 128.0F);
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float b = Math::randomf(75.0F, 128.0F);
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bodyMaterial->ambient.set(r, g, b);
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clothMaterial->ambient.set(r, g, b);
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@@ -10,6 +10,7 @@
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#include "states/game/enemy/enemy_manager.hpp"
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#include <functional>
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#include "game_settings.hpp"
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using Tyra::FileUtils;
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using Tyra::Math;
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@@ -46,7 +47,7 @@ EnemyManager::EnemyManager(Engine* engine, const Heightmap& heightmap) {
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auto* death = engine->audio.adpcm.load(
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FileUtils::fromCwd("game/models/zombie/death.adpcm"));
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const int enemyCount = 10;
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const int enemyCount = IS_REAL_PS2 ? 8 : 12;
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for (int i = 0; i < enemyCount; i++) {
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EnemyInfo info;
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info.adpcmChannel = 9 + i;
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@@ -9,6 +9,7 @@
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*/
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#include "states/game/game_state.hpp"
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#include "game_settings.hpp"
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using std::make_unique;
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using Tyra::FileUtils;
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@@ -44,6 +45,8 @@ void GameState::onStart() {
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engine->audio.song.setVolume(85);
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if (IS_REAL_PS2) engine->renderer.setFrameLimit(false);
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initialized = true;
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}
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@@ -155,6 +155,7 @@ void IntroPressKeyState::update() {
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}
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updateMap();
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Threading::switchThread();
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for (u8 i = 0; i < mapRows; i++)
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@@ -41,6 +41,8 @@ void IntroPs2DevState::onStart() {
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settings.getHeight() / 2 - sprite->size.y / 2);
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sprite->color.a = 0;
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Threading::switchThread();
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texture = engine->renderer.core.texture.repository.add(
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FileUtils::fromCwd("intro/ps2dev.png"));
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texture->addLink(sprite->id);
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@@ -64,6 +64,8 @@ void IntroTyraState::onStart() {
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FileUtils::fromCwd("intro/tyra_bg.png"));
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bgTexture->addLink(bgSprite->id);
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Threading::switchThread();
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bg2Texture = engine->renderer.core.texture.repository.add(
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FileUtils::fromCwd("intro/tyra_bg2.png"));
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bg2Texture->addLink(bg2Sprite->id);
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@@ -146,7 +148,6 @@ void IntroTyraState::update() {
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engine->renderer.renderer2D.render(bg2Sprite);
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engine->renderer.renderer2D.render(tyraSprite);
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Threading::switchThread();
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renderFillers();
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engine->renderer.endFrame();
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