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Fix a number of warnings when compiling with GCC (#1239)
* Silence a number of GCC warnings * Remove * Suggested changes * Format * Fix comment in en_go2
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parent
5015af4c57
commit
451b24f79b
71 changed files with 298 additions and 86 deletions
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@ -1380,7 +1380,7 @@ void func_80046E20(Camera* camera, VecSph* eyeAdjustment, f32 minDist, f32 arg3,
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camera->eye = newEyeColChk.pos;
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atEyeColChk = newEyeColChk;
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FALLTHROUGH;
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case 3:
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case 6:
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if (anim->unk_18 != 0) {
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@ -1475,6 +1475,7 @@ s32 Camera_Normal1(Camera* camera) {
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case 20:
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camera->yawUpdateRateInv = OREG(27);
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camera->pitchUpdateRateInv = OREG(27);
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FALLTHROUGH;
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case 0:
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case 10:
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case 25:
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@ -2035,6 +2036,7 @@ s32 Camera_Parallel1(Camera* camera) {
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rwData->unk_00.x = 0.0f;
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rwData->yTarget = playerPosRot->pos.y - camera->playerPosDelta.y;
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camera->animState++;
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break;
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}
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if (rwData->animTimer != 0) {
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@ -2153,7 +2155,7 @@ s32 Camera_Parallel1(Camera* camera) {
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camera->fov = Camera_LERPCeilF(roData->fovTarget, camera->fov, camera->fovUpdateRate, 1.0f);
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camera->roll = Camera_LERPCeilS(0, camera->roll, 0.5, 0xA);
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camera->atLERPStepScale = Camera_ClampLERPScale(camera, sp6A ? roData->unk_1C : roData->unk_14);
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//! @bug No return
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//! @bug doesn't return
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}
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s32 Camera_Parallel2(Camera* camera) {
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@ -2528,7 +2530,7 @@ s32 Camera_Jump3(Camera* camera) {
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f32 spC4;
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f32 spC0;
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f32 spBC;
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Vec3f spB0; // unused
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UNUSED Vec3f spB0;
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VecSph eyeDiffSph;
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PosRot* playerPosRot = &camera->playerPosRot;
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Jump3ReadOnlyData* roData = &camera->paramData.jump3.roData;
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@ -2611,8 +2613,7 @@ s32 Camera_Jump3(Camera* camera) {
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break;
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}
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spB0 = *eye; // unused
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(void)spB0; // suppresses set but unused warning
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spB0 = *eye;
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spC4 = CAM_DATA_SCALED(OREG(25)) * camera->speedRatio;
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spC0 = camera->speedRatio * CAM_DATA_SCALED(OREG(26));
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@ -3027,6 +3028,7 @@ s32 Camera_Battle4(Camera* camera) {
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case 20:
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rwData->animTimer = 50;
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camera->animState++;
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break;
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}
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camera->yawUpdateRateInv = Camera_LERPCeilF(roData->lerpUpdateRate, camera->yawUpdateRateInv,
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@ -3798,7 +3800,7 @@ s32 Camera_KeepOn0(Camera* camera) {
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KeepOn0ReadWriteData* rwData = &camera->paramData.keep0.rwData;
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s32 pad;
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Vec3s* sceneCamData;
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Vec3s sceneCamRot;
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UNUSED Vec3s sceneCamRot;
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s16 fov;
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camera->unk_14C &= ~0x10;
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@ -3818,8 +3820,7 @@ s32 Camera_KeepOn0(Camera* camera) {
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Camera_Vec3sToVec3f(eyeNext, &BGCAM_POS(sceneCamData));
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*eye = *eyeNext;
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sceneCamRot = BGCAM_ROT(sceneCamData); // unused
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(void)sceneCamRot; // suppresses set but unused warning
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sceneCamRot = BGCAM_ROT(sceneCamData);
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fov = BGCAM_FOV(sceneCamData);
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if (fov == -1) {
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@ -4734,6 +4735,7 @@ s32 Camera_Unique3(Camera* camera) {
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rwData->initialFov = camera->fov;
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rwData->initialDist = OLib_Vec3fDist(at, &camera->eye);
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camera->animState++;
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FALLTHROUGH;
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case 1:
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if (doorParams->timer1-- > 0) {
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break;
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@ -4747,7 +4749,7 @@ s32 Camera_Unique3(Camera* camera) {
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sp60.pitch = -sp4C.x;
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Camera_Vec3fVecSphGeoAdd(at, &camera->eye, &sp60);
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camera->animState++;
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FALLTHROUGH;
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case 2:
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if (roData->interfaceFlags & 4) {
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camera->at = cameraPlayerPosRot->pos;
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@ -4757,7 +4759,7 @@ s32 Camera_Unique3(Camera* camera) {
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break;
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}
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camera->animState++;
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FALLTHROUGH;
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case 3:
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camera->unk_14C |= (0x400 | 0x10);
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if ((camera->unk_14C & 8) != 0) {
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@ -4765,6 +4767,7 @@ s32 Camera_Unique3(Camera* camera) {
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} else {
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break;
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}
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FALLTHROUGH;
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case 4:
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if (roData->interfaceFlags & 2) {
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camera->unk_14C |= 4;
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@ -4785,6 +4788,7 @@ s32 Camera_Unique3(Camera* camera) {
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} else {
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break;
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}
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FALLTHROUGH;
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case 5:
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camera->fov = Camera_LERPCeilF(rwData->initialFov, camera->fov, 0.4f, 0.1f);
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OLib_Vec3fDiffToVecSphGeo(&sp60, at, &camera->eye);
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@ -4795,6 +4799,7 @@ s32 Camera_Unique3(Camera* camera) {
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break;
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}
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camera->animState++;
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FALLTHROUGH;
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default:
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camera->unk_14C |= 4;
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camera->unk_14C &= ~8;
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@ -4996,7 +5001,7 @@ s32 Camera_Unique7(Camera* camera) {
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VecSph playerPosEyeOffset;
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s16 fov;
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Vec3s* sceneCamData;
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Vec3s sceneCamRot;
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UNUSED Vec3s sceneCamRot;
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Vec3f* at = &camera->at;
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PosRot* playerPosRot = &camera->playerPosRot;
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Vec3f* eye = &camera->eye;
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@ -5016,8 +5021,7 @@ s32 Camera_Unique7(Camera* camera) {
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Camera_Vec3sToVec3f(eyeNext, &BGCAM_POS(sceneCamData));
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*eye = *eyeNext;
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sceneCamRot = BGCAM_ROT(sceneCamData); // unused
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(void)sceneCamRot; // suppresses set but unused warning
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sceneCamRot = BGCAM_ROT(sceneCamData);
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OLib_Vec3fDiffToVecSphGeo(&playerPosEyeOffset, eye, &playerPosRot->pos);
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@ -5392,6 +5396,7 @@ s32 Camera_Unique9(Camera* camera) {
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Camera_LERPFloorF(eyeTarget.y, camera->eyeNext.y, rwData->curKeyFrame->lerpStepScale, 1.0f);
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camera->eyeNext.z =
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Camera_LERPFloorF(eyeTarget.z, camera->eyeNext.z, rwData->curKeyFrame->lerpStepScale, 1.0f);
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FALLTHROUGH;
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case 9:
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case 10:
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// linear interpolation of at/fov/roll
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@ -5427,6 +5432,7 @@ s32 Camera_Unique9(Camera* camera) {
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Camera_LERPCeilF(rwData->eyeTarget.y, camera->eyeNext.y, rwData->curKeyFrame->lerpStepScale, 1.0f);
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camera->eyeNext.z =
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Camera_LERPCeilF(rwData->eyeTarget.z, camera->eyeNext.z, rwData->curKeyFrame->lerpStepScale, 1.0f);
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FALLTHROUGH;
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case 11:
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case 12:
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setAtFOVRoll:
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@ -5477,6 +5483,7 @@ s32 Camera_Unique9(Camera* camera) {
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Camera_ChangeModeFlags(camera->play->cameraPtrs[camIdx], CAM_MODE_NORMAL, 1);
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}
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FALLTHROUGH;
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case 18: {
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// copy the current camera to the parent (or default)'s camera.
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s32 camIdx = camera->parentCamId <= CAM_ID_NONE ? CAM_ID_MAIN : camera->parentCamId;
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@ -5485,10 +5492,12 @@ s32 Camera_Unique9(Camera* camera) {
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*eye = *eyeNext;
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Camera_Copy(cam, camera);
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}
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FALLTHROUGH;
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default:
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if (camera->camId != CAM_ID_MAIN) {
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camera->timer = 0;
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}
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break;
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}
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*eye = *eyeNext;
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@ -5608,6 +5617,7 @@ s32 Camera_Demo1(Camera* camera) {
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Camera_DebugPrintSplineArray("CENTER", 5, csAtPoints);
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Camera_DebugPrintSplineArray(" EYE", 5, csEyePoints);
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}
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FALLTHROUGH;
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case 1:
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// follow CutsceneCameraPoints. function returns 1 if at the end.
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if (func_800BB2B4(&csEyeUpdate, &newRoll, cameraFOV, csEyePoints, &rwData->keyframe, &rwData->curFrame) ||
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@ -5787,6 +5797,7 @@ s32 Camera_Demo3(Camera* camera) {
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if (camera->unk_14C & 8) {
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camera->animState = 4;
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}
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FALLTHROUGH;
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case 10:
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case 20:
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skipUpdateEye = true;
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@ -5810,7 +5821,7 @@ s32 Camera_Demo3(Camera* camera) {
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camera->unk_14C & 8)) {
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goto skipeyeUpdate;
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}
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FALLTHROUGH;
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default:
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camera->unk_14C |= 0x14;
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camera->unk_14C &= ~8;
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@ -6141,6 +6152,7 @@ s32 Camera_Demo6(Camera* camera) {
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Camera_Vec3fVecSphGeoAdd(eyeNext, &camera->at, &eyeOffset);
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camera->eye = *eyeNext;
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camera->animState++;
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FALLTHROUGH;
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case 1:
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if (stateTimers[camera->animState] < rwData->animTimer) {
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func_8002DF54(camera->play, &camera->player->actor, 8);
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@ -6152,6 +6164,7 @@ s32 Camera_Demo6(Camera* camera) {
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} else {
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break;
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}
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FALLTHROUGH;
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case 2:
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Camera_LERPCeilVec3f(&rwData->atTarget, &camera->at, 0.1f, 0.1f, 8.0f);
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if (stateTimers[camera->animState] < rwData->animTimer) {
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@ -6159,6 +6172,7 @@ s32 Camera_Demo6(Camera* camera) {
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} else {
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break;
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}
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FALLTHROUGH;
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case 3:
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camera->fov = Camera_LERPCeilF(50.0f, camera->fov, 0.2f, 0.01f);
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if (stateTimers[camera->animState] < rwData->animTimer) {
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@ -6243,6 +6257,7 @@ s32 Camera_Demo9(Camera* camera) {
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onePointCamData->actionParameters &= 0xFFF;
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}
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rwData->animTimer = onePointCamData->initTimer;
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FALLTHROUGH;
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case 1:
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// Run the camera state
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if (rwData->animTimer > 0) {
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@ -6296,6 +6311,7 @@ s32 Camera_Demo9(Camera* camera) {
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rwData->animTimer--;
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break;
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}
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FALLTHROUGH;
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case 3:
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// the cs is finished, decide the next action
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camera->timer = 0;
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@ -6738,6 +6754,7 @@ s32 Camera_Special9(Camera* camera) {
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rwData->targetYaw = ABS(playerPosRot->rot.y - adjustedPlayerPosRot.rot.y) >= 0x4000
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? BINANG_ROT180(adjustedPlayerPosRot.rot.y)
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: adjustedPlayerPosRot.rot.y;
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FALLTHROUGH;
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case 1:
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doorParams->timer1--;
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if (doorParams->timer1 <= 0) {
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@ -6767,6 +6784,7 @@ s32 Camera_Special9(Camera* camera) {
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} else {
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break;
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}
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FALLTHROUGH;
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case 2:
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spAC = playerPosRot->pos;
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spAC.y += playerYOffset + roData->yOffset;
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@ -6779,6 +6797,7 @@ s32 Camera_Special9(Camera* camera) {
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} else {
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break;
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}
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FALLTHROUGH;
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case 3:
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spAC = playerPosRot->pos;
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spAC.y += (playerYOffset + roData->yOffset);
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@ -6794,8 +6813,10 @@ s32 Camera_Special9(Camera* camera) {
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} else {
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break;
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}
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FALLTHROUGH;
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case 4:
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camera->animState++;
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FALLTHROUGH;
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default:
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camera->unk_14C |= (0x400 | 0x10);
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sCameraInterfaceFlags = 0;
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