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minor comments about state code in 2FEA0.c and 30640.c
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@@ -67,7 +67,7 @@ void func_8002F2A0(void) {
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FRAGMENT_LOAD(fragment3);
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var_s0 = FRAGMENT_LOAD_AND_CALL(fragment14, 0, 0);
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break;
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case 10: // doesnt seem to load... crashes the game
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case 10: // seems to be the "snap mode" code. However, the asset UI isnt loaded, so this call will crash.
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FRAGMENT_LOAD(fragment3);
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var_s0 = FRAGMENT_LOAD_AND_CALL(fragment15, 0, 0);
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break;
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@@ -75,7 +75,7 @@ void func_8002F2A0(void) {
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FRAGMENT_LOAD(fragment5);
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var_s0 = FRAGMENT_LOAD_AND_CALL(fragment16, 0, 0);
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break;
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case 12: // also crashes.
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case 12: // crashes. This fragment is the "Demo" cutscene bin, but this code passes an invalid demo ID, which doesnt exist.
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FRAGMENT_LOAD(fragment3);
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var_s0 = FRAGMENT_LOAD_AND_CALL(fragment17, 0, 0);
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break;
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@@ -87,7 +87,7 @@ void func_8002F2A0(void) {
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FRAGMENT_LOAD(fragment3);
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var_s0 = FRAGMENT_LOAD_AND_CALL(fragment19, 0, 0);
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break;
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case 15: //
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case 15: // metapod minigame
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FRAGMENT_LOAD(fragment3);
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var_s0 = FRAGMENT_LOAD_AND_CALL(fragment20, 0, 0);
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break;
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@@ -79,6 +79,7 @@ void func_8002FA40(void) {
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FRAGMENT_LOAD(fragment3);
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FRAGMENT_LOAD(fragment31);
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// determine if this is "How to Snap" or regular Snap Mode.
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if (var_s5 == 1) {
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var_s0 = 0;
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} else {
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