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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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@ -772,7 +772,7 @@ void EnBb_SetupRed(GlobalContext* globalCtx, EnBb* this) {
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}
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void EnBb_Red(EnBb* this, GlobalContext* globalCtx) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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s32 floorType;
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s16 yawDiff;
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@ -978,7 +978,7 @@ void EnBb_SetupGreen(EnBb* this) {
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}
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void EnBb_Green(EnBb* this, GlobalContext* globalCtx) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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Vec3f bobOffset = { 0.0f, 0.0f, 0.0f };
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Vec3f nextPos = player->actor.world.pos;
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@ -1331,7 +1331,7 @@ void EnBb_Draw(Actor* thisx, GlobalContext* globalCtx) {
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0x20, 0x80));
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gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 255, this->flamePrimBlue, this->flamePrimAlpha);
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gDPSetEnvColor(POLY_XLU_DISP++, this->flameEnvColor.r, this->flameEnvColor.g, this->flameEnvColor.b, 0);
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Matrix_RotateY(((s16)(Camera_GetCamDirYaw(ACTIVE_CAM) - this->actor.shape.rot.y + 0x8000)) *
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Matrix_RotateY(((s16)(Camera_GetCamDirYaw(GET_ACTIVE_CAM(globalCtx)) - this->actor.shape.rot.y + 0x8000)) *
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(M_PI / 0x8000),
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MTXMODE_APPLY);
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Matrix_Scale(this->flameScaleX * 0.01f, this->flameScaleY * 0.01f, 1.0f, MTXMODE_APPLY);
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