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Macros: PLAYER
-> GET_PLAYER(globalCtx)
, ACTIVE_CAM
-> GET_ACTIVE_CAM(globalCtx)
(#921)
* PLAYER -> GET_PLAYER(globalCtx) * ACTIVE_CAM -> GET_ACTIVE_CAM(globalCtx) * PR Suggestions * formatter * Add brackets * remove from actorfixer.py * Bring back actorfixer.py change
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281 changed files with 1013 additions and 979 deletions
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@ -3463,12 +3463,10 @@ s32 Camera_KeepOn4(Camera* camera) {
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KeepOn4_Unk20* unk20 = &keep4->unk_20;
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s32 pad;
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f32 playerHeight;
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Player* player;
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Player* player = GET_PLAYER(camera->globalCtx);
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s16 angleCnt;
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s32 i;
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player = (Player*)camera->globalCtx->actorCtx.actorLists[ACTORCAT_PLAYER].head;
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if (camera->animState == 0 || camera->animState == 0xA || camera->animState == 0x14) {
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if (camera->globalCtx->view.unk_124 == 0) {
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camera->unk_14C |= 0x20;
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@ -7528,7 +7526,7 @@ Vec3s Camera_Update(Camera* camera) {
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*/
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void Camera_Finish(Camera* camera) {
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Camera* mainCam = camera->globalCtx->cameraPtrs[MAIN_CAM];
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Player* player = (Player*)camera->globalCtx->actorCtx.actorLists[ACTORCAT_PLAYER].head;
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Player* player = GET_PLAYER(camera->globalCtx);
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if (camera->timer == 0) {
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Gameplay_ChangeCameraStatus(camera->globalCtx, camera->parentCamIdx, CAM_STAT_ACTIVE);
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@ -8098,7 +8096,7 @@ s16 func_8005B1A4(Camera* camera) {
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camera->unk_14C |= 0x8;
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if ((camera->thisIdx == MAIN_CAM) && (camera->globalCtx->activeCamera != MAIN_CAM)) {
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camera->globalCtx->cameraPtrs[camera->globalCtx->activeCamera]->unk_14C |= 0x8;
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GET_ACTIVE_CAM(camera->globalCtx)->unk_14C |= 0x8;
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return camera->globalCtx->activeCamera;
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}
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