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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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f8498478c4
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281 changed files with 1013 additions and 979 deletions
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@ -1574,7 +1574,7 @@ void Fishing_DrawLureHook(GlobalContext* globalCtx, Vec3f* pos, Vec3f* refPos, u
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f32 offsetY;
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Vec3f posSrc = { 0.0f, 0.0f, 1.0f };
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Vec3f posStep;
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_fishing.c", 2963);
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@ -1678,7 +1678,7 @@ void Fishing_UpdateSinkingLure(GlobalContext* globalCtx) {
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Vec3f sp88;
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f32 offsetX;
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f32 offsetZ;
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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posSrc.z = 0.85f;
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@ -1787,7 +1787,7 @@ void Fishing_DrawLureAndLine(GlobalContext* globalCtx, Vec3f* linePos, Vec3f* li
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s16 i;
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s16 spB4 = D_80B7E144;
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s32 pad;
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_fishing.c", 3287);
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@ -1953,7 +1953,7 @@ void Fishing_DrawRod(GlobalContext* globalCtx) {
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f32 spC4;
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f32 spC0;
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Input* input = &globalCtx->state.input[0];
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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s32 pad;
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_fishing.c", 3600);
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@ -2100,7 +2100,7 @@ void Fishing_UpdateLure(Fishing* this, GlobalContext* globalCtx) {
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f32 phi_f16;
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f32 spC8;
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s16 i;
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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Vec3f zeroVec = { 0.0f, 0.0f, 0.0f };
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Vec3f spA8;
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Vec3f sp9C;
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@ -2890,7 +2890,7 @@ void Fishing_UpdateFish(Actor* thisx, GlobalContext* globalCtx2) {
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s16 spEE;
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Fishing* this = THIS;
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GlobalContext* globalCtx = globalCtx2;
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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Input* input = &globalCtx->state.input[0];
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f32 spD8;
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f32 phi_f0;
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@ -4319,7 +4319,7 @@ void Fishing_HandleLilyPadContact(FishingProp* prop, Vec3f* entityPos, u8 fishTi
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void Fishing_UpdatePondProps(GlobalContext* globalCtx) {
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FishingProp* prop = &sPondProps[0];
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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Actor* actor;
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s16 i;
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@ -4489,7 +4489,7 @@ void Fishing_DrawPondProps(GlobalContext* globalCtx) {
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void Fishing_UpdateGroupFishes(GlobalContext* globalCtx) {
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s16 groupContactFlags = 0;
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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FishingGroupFish* fish = &sGroupFishes[0];
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f32 dy;
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f32 dx;
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@ -5084,7 +5084,7 @@ void Fishing_UpdateOwner(Actor* thisx, GlobalContext* globalCtx2) {
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f32 camAtFraction;
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f32 lureDistXZ;
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s32 pad;
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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Input* input = &globalCtx->state.input[0];
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if (0) {
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