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DbCamera to DebugCamera (#1482)

* better dbCam prefix

* missed some

* PR Suggestions

* alignment

* more debug

* cleanup
This commit is contained in:
engineer124 2023-01-12 16:06:31 -05:00 committed by GitHub
parent 542012efa6
commit 1149530c92
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GPG key ID: 4AEE18F83AFDEB23
15 changed files with 1050 additions and 1076 deletions

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@ -4062,7 +4062,7 @@ s16 func_80034DD4(Actor* actor, PlayState* play, s16 arg2, f32 arg3) {
Player* player = GET_PLAYER(play);
f32 var;
if ((play->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) {
if ((play->csCtx.state != CS_STATE_IDLE) || gDebugCamEnabled) {
var = Math_Vec3f_DistXYZ(&actor->world.pos, &play->view.eye) * 0.25f;
} else {
var = Math_Vec3f_DistXYZ(&actor->world.pos, &player->actor.world.pos);
@ -5736,7 +5736,7 @@ s32 Actor_TrackPlayerSetFocusHeight(PlayState* play, Actor* actor, Vec3s* headRo
actor->focus.pos = actor->world.pos;
actor->focus.pos.y += focusHeight;
if (!(((play->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) &&
if (!(((play->csCtx.state != CS_STATE_IDLE) || gDebugCamEnabled) &&
(gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0))) {
yaw = ABS((s16)(actor->yawTowardsPlayer - actor->shape.rot.y));
if (yaw >= 0x4300) {
@ -5745,7 +5745,7 @@ s32 Actor_TrackPlayerSetFocusHeight(PlayState* play, Actor* actor, Vec3s* headRo
}
}
if (((play->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) &&
if (((play->csCtx.state != CS_STATE_IDLE) || gDebugCamEnabled) &&
(gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0)) {
target = play->view.eye;
} else {
@ -5780,7 +5780,7 @@ s32 Actor_TrackPlayer(PlayState* play, Actor* actor, Vec3s* headRot, Vec3s* tors
actor->focus.pos = focusPos;
if (!(((play->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) &&
if (!(((play->csCtx.state != CS_STATE_IDLE) || gDebugCamEnabled) &&
(gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0))) {
yaw = ABS((s16)(actor->yawTowardsPlayer - actor->shape.rot.y));
if (yaw >= 0x4300) {
@ -5789,7 +5789,7 @@ s32 Actor_TrackPlayer(PlayState* play, Actor* actor, Vec3s* headRot, Vec3s* tors
}
}
if (((play->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) &&
if (((play->csCtx.state != CS_STATE_IDLE) || gDebugCamEnabled) &&
(gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0)) {
target = play->view.eye;
} else {