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More Camera Flags (#1453)

* Generic Camera Flags

* New flag names

* Add flags to functions

* Finish flag docs

* More docs

* More cleanup

* More clarity

* Better shrinkwindow flag docs

* Improve name

* CAM_INTERFACE_FLAGS

* Better approach to edge cases

* Change ordering for consistency

* Oops

* Add masks to macro

* PR/Discord discussions

* cleanup comment

* Oops

* PR Suggestions

* More PR Feedback

* More PR Suggestions

* More Camera Flags

* PR Suggestions

* More flag style change

* Small cleanup

* More flag docs

* Another flag

* Fix flags

* sync names with other PRs

* more fixes

* fix comments

* update with hud visibility mode docs

* missed one

* fix comments

* Roman PR Suggestions

* interfaceField

* small fix

* letterbox cleanup

* cleanup

* fix macro arg

* fix func declaration

* many more docs

* better docs?

* missed some

* oops, revert

* add flags to name

* cleanup

* flag

* double signal

* simplify cam func name

* more suggestions

* PR Suggestion
This commit is contained in:
engineer124 2023-11-19 12:17:32 +11:00 committed by GitHub
parent d1df4e4c7e
commit 81a3c3da32
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GPG key ID: 4AEE18F83AFDEB23
37 changed files with 531 additions and 461 deletions

View file

@ -634,10 +634,10 @@ void Camera_InitDataUsingPlayer(Camera* camera, Player* player);
s16 Camera_ChangeStatus(Camera* camera, s16 status);
Vec3s Camera_Update(Camera* camera);
void Camera_Finish(Camera* camera);
s32 Camera_ChangeMode(Camera* camera, s16 mode);
s32 Camera_RequestMode(Camera* camera, s16 mode);
s32 Camera_CheckValidMode(Camera* camera, s16 mode);
s32 Camera_ChangeSetting(Camera* camera, s16 setting);
s32 Camera_ChangeBgCamIndex(Camera* camera, s32 bgCamIndex);
s32 Camera_RequestSetting(Camera* camera, s16 setting);
s32 Camera_RequestBgCam(Camera* camera, s32 requestedBgCamIndex);
s16 Camera_GetInputDirYaw(Camera* camera);
Vec3s* Camera_GetCamDir(Vec3s* dst, Camera* camera);
s16 Camera_GetCamDirPitch(Camera* camera);
@ -657,7 +657,7 @@ Vec3f* Camera_GetQuakeOffset(Vec3f* quakeOffset, Camera* camera);
void Camera_SetCameraData(Camera* camera, s16 setDataFlags, void* data0, void* data1, s16 data2, s16 data3,
UNK_TYPE arg6);
s32 func_8005B198(void);
s16 func_8005B1A4(Camera* camera);
s16 Camera_SetFinishedFlag(Camera* camera);
DamageTable* DamageTable_Get(s32 index);
void DamageTable_Clear(DamageTable* table);
void Collider_DrawRedPoly(GraphicsContext* gfxCtx, Vec3f* vA, Vec3f* vB, Vec3f* vC);
@ -1271,7 +1271,7 @@ s32 Play_SetCameraFov(PlayState* this, s16 camId, f32 fov);
s32 Play_SetCameraRoll(PlayState* this, s16 camId, s16 roll);
void Play_CopyCamera(PlayState* this, s16 destCamId, s16 srcCamId);
s32 Play_InitCameraDataUsingPlayer(PlayState* this, s16 camId, Player* player, s16 setting);
s32 Play_ChangeCameraSetting(PlayState* this, s16 camId, s16 setting);
s32 Play_RequestCameraSetting(PlayState* this, s16 camId, s16 setting);
void Play_ReturnToMainCam(PlayState* this, s16 camId, s16 duration);
void Play_SaveSceneFlags(PlayState* this);
void Play_SetupRespawnPoint(PlayState* this, s32 respawnMode, s32 playerParams);