Document main_menu state machine, name window constants
The new names for the constants (and newly named functions) give a much better understanding of what the window system is trying to do.
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+7
-7
@@ -1026,7 +1026,7 @@ void PlaySlotMachine(u8 arg0, MainCallback cb)
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{
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if (gMain.newKeys & (A_BUTTON | B_BUTTON))
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{
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sub_8197434(0, TRUE);
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ClearWindowAndWideBorder(0, TRUE);
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sSlotMachine->state = 5;
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}
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return FALSE;
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@@ -1269,7 +1269,7 @@ void PlaySlotMachine(u8 arg0, MainCallback cb)
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s8 input = Menu_ProcessInputNoWrapClearOnChoose();
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if (input == 0)
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{
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sub_8197434(0, TRUE);
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ClearWindowAndWideBorder(0, TRUE);
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sub_8103D8C(0);
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sub_8103D8C(1);
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sub_8103D8C(2);
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@@ -1278,7 +1278,7 @@ void PlaySlotMachine(u8 arg0, MainCallback cb)
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}
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else if (input == 1 || input == -1)
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{
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sub_8197434(0, TRUE);
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ClearWindowAndWideBorder(0, TRUE);
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sSlotMachine->state = 5;
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}
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return FALSE;
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@@ -1297,7 +1297,7 @@ void PlaySlotMachine(u8 arg0, MainCallback cb)
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{
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if (gMain.newKeys & (A_BUTTON | B_BUTTON))
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{
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sub_8197434(0, TRUE);
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ClearWindowAndWideBorder(0, TRUE);
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sSlotMachine->state = 5;
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}
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return FALSE;
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@@ -1316,7 +1316,7 @@ void PlaySlotMachine(u8 arg0, MainCallback cb)
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{
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if (gMain.newKeys & (A_BUTTON | B_BUTTON))
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{
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sub_8197434(0, TRUE);
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ClearWindowAndWideBorder(0, TRUE);
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sSlotMachine->state = 27;
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}
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return FALSE;
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@@ -3036,7 +3036,7 @@ s16 sub_8102D5C(s16 a0)
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sub_81065DC();
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AddWindow(&gUnknown_085A7444);
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PutWindowTilemap(1);
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FillWindowPixelBuffer(1, 0);
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FillWindowPixelBuffer(1, PIXEL_BUFFER_TRANSPARENT);
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task->data[0]++;
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}
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@@ -3052,7 +3052,7 @@ s16 sub_8102D5C(s16 a0)
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{
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if (gMain.newKeys & (B_BUTTON | SELECT_BUTTON))
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{
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FillWindowPixelBuffer(1, 0);
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FillWindowPixelBuffer(1, PIXEL_BUFFER_TRANSPARENT);
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ClearWindowTilemap(1);
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CopyWindowToVram(1, 1);
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RemoveWindow(1);
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