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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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@ -245,7 +245,7 @@ void BossDodongo_IntroCutscene(BossDodongo* this, GlobalContext* globalCtx) {
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Vec3f sp54;
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Vec3f sp48;
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player = PLAYER;
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player = GET_PLAYER(globalCtx);
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camera = Gameplay_GetCamera(globalCtx, MAIN_CAM);
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if (this->unk_196 != 0) {
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@ -819,8 +819,8 @@ void BossDodongo_Update(Actor* thisx, GlobalContext* globalCtx2) {
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BossDodongo* this = THIS;
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f32 temp_f0;
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s16 i;
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Player* player = PLAYER;
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Player* player2 = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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Player* player2 = GET_PLAYER(globalCtx);
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s32 pad;
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this->unk_1E2 = 0;
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@ -1150,7 +1150,7 @@ f32 func_808C4F6C(BossDodongo* this, GlobalContext* globalCtx) {
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s32 pad;
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f32 temp_f2;
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f32 rotation;
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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xDiff = player->actor.world.pos.x - this->actor.world.pos.x;
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zDiff = player->actor.world.pos.z - this->actor.world.pos.z;
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@ -1173,7 +1173,7 @@ f32 func_808C50A8(BossDodongo* this, GlobalContext* globalCtx) {
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s32 pad;
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f32 temp_f2;
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f32 rotation;
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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xDiff = player->actor.world.pos.x - this->actor.world.pos.x;
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zDiff = player->actor.world.pos.z - this->actor.world.pos.z;
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@ -1191,7 +1191,7 @@ f32 func_808C50A8(BossDodongo* this, GlobalContext* globalCtx) {
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}
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void BossDodongo_PlayerYawCheck(BossDodongo* this, GlobalContext* globalCtx) {
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s16 yawDiff = Actor_WorldYawTowardActor(&this->actor, &PLAYER->actor) - this->actor.world.rot.y;
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s16 yawDiff = Actor_WorldYawTowardActor(&this->actor, &GET_PLAYER(globalCtx)->actor) - this->actor.world.rot.y;
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if ((yawDiff < 0x38E3) && (-0x38E3 < yawDiff)) {
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this->playerYawInRange = true;
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@ -1295,7 +1295,7 @@ void BossDodongo_DeathCutscene(BossDodongo* this, GlobalContext* globalCtx) {
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s16 i;
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Vec3f effectPos;
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Camera* camera;
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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SkelAnime_Update(&this->skelAnime);
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