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Split SaveContext
into sub-structs (#1393)
* Split SaveContext struct * run formatter * Remove temporary-until-split stuff in z_sram * . * run formatter
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107 changed files with 1819 additions and 1751 deletions
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@ -1644,7 +1644,7 @@ s32 Camera_Normal1(Camera* camera) {
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}
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// crit wiggle
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if (gSaveContext.health <= 16 && ((camera->play->state.frames % 256) == 0)) {
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if (gSaveContext.save.info.playerData.health <= 16 && ((camera->play->state.frames % 256) == 0)) {
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wiggleAdj = Rand_ZeroOne() * 10000.0f;
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camera->inputDir.y = wiggleAdj + camera->inputDir.y;
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}
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@ -1655,7 +1655,7 @@ s32 Camera_Normal1(Camera* camera) {
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*eye = *eyeNext;
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}
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spA0 = (gSaveContext.health <= 16 ? 0.8f : 1.0f);
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spA0 = (gSaveContext.save.info.playerData.health <= 16 ? 0.8f : 1.0f);
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camera->fov = Camera_LERPCeilF(roData->fovTarget * spA0, camera->fov, camera->fovUpdateRate, 1.0f);
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camera->roll = Camera_LERPCeilS(0, camera->roll, 0.5f, 0xA);
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camera->atLERPStepScale = Camera_ClampLERPScale(camera, roData->atLERPScaleMax);
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@ -3004,9 +3004,9 @@ s32 Camera_Battle1(Camera* camera) {
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rwData->roll += ((R_CAM_BATTLE1_ROLL_TARGET_BASE * camera->speedRatio * (1.0f - distRatio)) - rwData->roll) *
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CAM_DATA_SCALED(R_CAM_BATTLE1_ROLL_STEP_SCALE);
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camera->roll = CAM_DEG_TO_BINANG(rwData->roll);
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camera->fov = Camera_LERPCeilF((player->meleeWeaponState != 0 ? 0.8f
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: gSaveContext.health <= 0x10 ? 0.8f
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: 1.0f) *
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camera->fov = Camera_LERPCeilF((player->meleeWeaponState != 0 ? 0.8f
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: gSaveContext.save.info.playerData.health <= 0x10 ? 0.8f
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: 1.0f) *
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(fov - ((fov * 0.05f) * distRatio)),
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camera->fov, camera->fovUpdateRate, 1.0f);
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}
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