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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
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37 changed files with 531 additions and 461 deletions
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@ -634,10 +634,10 @@ void Camera_InitDataUsingPlayer(Camera* camera, Player* player);
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s16 Camera_ChangeStatus(Camera* camera, s16 status);
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Vec3s Camera_Update(Camera* camera);
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void Camera_Finish(Camera* camera);
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s32 Camera_ChangeMode(Camera* camera, s16 mode);
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s32 Camera_RequestMode(Camera* camera, s16 mode);
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s32 Camera_CheckValidMode(Camera* camera, s16 mode);
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s32 Camera_ChangeSetting(Camera* camera, s16 setting);
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s32 Camera_ChangeBgCamIndex(Camera* camera, s32 bgCamIndex);
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s32 Camera_RequestSetting(Camera* camera, s16 setting);
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s32 Camera_RequestBgCam(Camera* camera, s32 requestedBgCamIndex);
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s16 Camera_GetInputDirYaw(Camera* camera);
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Vec3s* Camera_GetCamDir(Vec3s* dst, Camera* camera);
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s16 Camera_GetCamDirPitch(Camera* camera);
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@ -657,7 +657,7 @@ Vec3f* Camera_GetQuakeOffset(Vec3f* quakeOffset, Camera* camera);
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void Camera_SetCameraData(Camera* camera, s16 setDataFlags, void* data0, void* data1, s16 data2, s16 data3,
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UNK_TYPE arg6);
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s32 func_8005B198(void);
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s16 func_8005B1A4(Camera* camera);
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s16 Camera_SetFinishedFlag(Camera* camera);
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DamageTable* DamageTable_Get(s32 index);
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void DamageTable_Clear(DamageTable* table);
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void Collider_DrawRedPoly(GraphicsContext* gfxCtx, Vec3f* vA, Vec3f* vB, Vec3f* vC);
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@ -1271,7 +1271,7 @@ s32 Play_SetCameraFov(PlayState* this, s16 camId, f32 fov);
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s32 Play_SetCameraRoll(PlayState* this, s16 camId, s16 roll);
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void Play_CopyCamera(PlayState* this, s16 destCamId, s16 srcCamId);
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s32 Play_InitCameraDataUsingPlayer(PlayState* this, s16 camId, Player* player, s16 setting);
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s32 Play_ChangeCameraSetting(PlayState* this, s16 camId, s16 setting);
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s32 Play_RequestCameraSetting(PlayState* this, s16 camId, s16 setting);
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void Play_ReturnToMainCam(PlayState* this, s16 camId, s16 duration);
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void Play_SaveSceneFlags(PlayState* this);
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void Play_SetupRespawnPoint(PlayState* this, s32 respawnMode, s32 playerParams);
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