refactoring. remove unused function chapterFindForChamber.
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@ -32,7 +32,7 @@ int levelQuadIndex(struct CollisionObject* pointer);
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int getChamberDisplayNumberFromLevelIndex(int levelIndex, int roomIndex);
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void levelClearQueuedLevel();
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int getLevelIndexFromChamberDisplayNumber(int chamberIndex);
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int getLevelIndexFromChamberDisplayNumber(int chamberNumber);
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struct Location* levelGetLocation(short index);
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@ -22,7 +22,7 @@ void loadGamePopulate(struct LoadGameMenu* loadGame) {
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for (int i = 0; i < numberOfSaves; ++i) {
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savefileInfo[i].slotIndex = saveSlots[i].saveSlot;
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savefileInfo[i].testchamberIndex = saveSlots[i].testChamber;
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savefileInfo[i].testchamberDisplayNumber = saveSlots[i].testChamber;
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savefileInfo[i].savefileName = saveSlots[i].saveSlot == 0 ? translationsGet(GAMEUI_AUTOSAVE) : NULL;
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savefileInfo[i].screenshot = (u16*)SCREEN_SHOT_SRAM(saveSlots[i].saveSlot);
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}
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@ -39,16 +39,6 @@ struct Chapter gChapters[] = {
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#define MAX_CHAPTER_COUNT ((sizeof(gChapters) / sizeof(*gChapters)) - 1)
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struct Chapter* chapterFindForChamber(int chamberIndex) {
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for (int i = 1; i < MAX_CHAPTER_COUNT; ++i) {
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if (gChapters[i].testChamberLevelIndex > chamberIndex) {
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return &gChapters[i - 1];
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}
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}
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return &gChapters[MAX_CHAPTER_COUNT - 1];
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}
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void chapterMenuInit(struct ChapterMenu* chapterMenu, int x, int y) {
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chapterMenu->chapterText = NULL;
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chapterMenu->testChamberText = NULL;
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@ -25,8 +25,6 @@ struct ChapterMenu {
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int y;
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};
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struct Chapter* chapterFindForChamber(int chamberIndex);
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void chapterMenuInit(struct ChapterMenu* chapterMenu, int x, int y);
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struct NewGameMenu {
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@ -25,7 +25,7 @@ void saveGamePopulate(struct SaveGameMenu* saveGame, int includeNew) {
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for (int i = 0; i < numberOfSaves; ++i) {
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savefileInfo[i].slotIndex = saveSlots[i].saveSlot;
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savefileInfo[i].testchamberIndex = saveSlots[i].testChamber;
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savefileInfo[i].testchamberDisplayNumber = saveSlots[i].testChamber;
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savefileInfo[i].savefileName = NULL;
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savefileInfo[i].screenshot = (u16*)SCREEN_SHOT_SRAM(saveSlots[i].saveSlot);
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@ -39,7 +39,7 @@ void saveGamePopulate(struct SaveGameMenu* saveGame, int includeNew) {
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if (includeNew && freeSlot != SAVEFILE_NO_SLOT) {
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savefileInfo[numberOfSaves].slotIndex = freeSlot;
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savefileInfo[numberOfSaves].savefileName = translationsGet(GAMEUI_NEWSAVEGAME);
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savefileInfo[numberOfSaves].testchamberIndex = getChamberDisplayNumberFromLevelIndex(gCurrentLevelIndex, gScene.player.body.currentRoom);
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savefileInfo[numberOfSaves].testchamberDisplayNumber = getChamberDisplayNumberFromLevelIndex(gCurrentLevelIndex, gScene.player.body.currentRoom);
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savefileInfo[numberOfSaves].screenshot = gScreenGrabBuffer;
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if (suggestedSlot == 0) {
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@ -32,7 +32,7 @@ void savefileListSlotUseInfo(struct SavefileListSlot* savefileListSlot, struct S
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}
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char message[64];
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textManipTestChamberMessage(message, savefileInfo->testchamberIndex);
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textManipTestChamberMessage(message, savefileInfo->testchamberDisplayNumber);
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savefileListSlot->testChamberText = menuBuildPrerenderedText(&gDejaVuSansFont, message, x + BORDER_WIDTH + 8, y, 120);
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if (savefileInfo->savefileName) {
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@ -9,7 +9,7 @@
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struct SavefileInfo {
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short slotIndex;
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short testchamberIndex;
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short testchamberDisplayNumber;
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char* savefileName;
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u16* screenshot;
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};
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