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Document Camera BgCamData (#1232)
* Document bgCamData * More changes and cleanup * More docs * Clarify comments * PR Feedback, rename bgcheck functions * remove fallthrough cleanup (other pr that deals with that) * PR Suggestions * bug report * bgCamDataIndexBeforeUnderwater * PR/Discord Discussions * Missed some * sync function header args * Another suggestion * cleanup * Comments * Change bgCamData to s16 for now * PR suggestions * the * use "info" * Missed a suggestion * Discord Discussion * Revert bgCamFuncData to Vec3s * format
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15 changed files with 384 additions and 330 deletions
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@ -628,12 +628,12 @@ s32 BgCheck_SphVsFirstDynaPoly(CollisionContext* colCtx, u16 xpFlags, CollisionP
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void CollisionHeader_GetVirtual(void* colHeader, CollisionHeader** dest);
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void func_800418D0(CollisionContext* colCtx, PlayState* play);
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void BgCheck_ResetPolyCheckTbl(SSNodeList* nodeList, s32 numPolys);
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u32 SurfaceType_GetCamDataIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u16 func_80041A4C(CollisionContext* colCtx, u32 camId, s32 bgId);
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u16 SurfaceType_GetCameraSType(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u16 SurfaceType_GetNumCameras(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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Vec3s* func_80041C10(CollisionContext* colCtx, s32 camId, s32 bgId);
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Vec3s* SurfaceType_GetCamPosData(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_GetBgCamIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u16 BgCheck_GetBgCamSettingImpl(CollisionContext* colCtx, u32 bgCamIndex, s32 bgId);
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u16 BgCheck_GetBgCamSetting(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u16 BgCheck_GetBgCamCount(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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Vec3s* BgCheck_GetBgCamFuncDataImpl(CollisionContext* colCtx, s32 bgCamIndex, s32 bgId);
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Vec3s* BgCheck_GetBgCamFuncData(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 SurfaceType_GetSceneExitIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 func_80041D4C(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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u32 func_80041D70(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId);
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@ -662,8 +662,8 @@ s32 WaterBox_GetSurface2(PlayState* play, CollisionContext* colCtx, Vec3f* pos,
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WaterBox** outWaterBox);
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s32 WaterBox_GetSurfaceImpl(PlayState* play, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface,
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WaterBox** outWaterBox);
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u32 WaterBox_GetCamDataIndex(CollisionContext* colCtx, WaterBox* waterBox);
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u16 WaterBox_GetCameraSType(CollisionContext* colCtx, WaterBox* waterBox);
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u32 WaterBox_GetBgCamIndex(CollisionContext* colCtx, WaterBox* waterBox);
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u16 WaterBox_GetBgCamSetting(CollisionContext* colCtx, WaterBox* waterBox);
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u32 WaterBox_GetLightSettingIndex(CollisionContext* colCtx, WaterBox* waterBox);
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s32 func_80042708(CollisionPoly* polyA, CollisionPoly* polyB, Vec3f* point, Vec3f* closestPoint);
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s32 func_800427B4(CollisionPoly* polyA, CollisionPoly* polyB, Vec3f* pointA, Vec3f* pointB, Vec3f* closestPoint);
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@ -690,7 +690,7 @@ void Camera_Finish(Camera* camera);
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s32 Camera_ChangeMode(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_ChangeDataIdx(Camera* camera, s32 camDataIdx);
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s32 Camera_ChangeBgCamIndex(Camera* camera, s32 bgCamIndex);
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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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@ -703,7 +703,7 @@ s16 func_8005AD1C(Camera* camera, s16 arg1);
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s32 Camera_ResetAnim(Camera* camera);
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s32 Camera_SetCSParams(Camera* camera, CutsceneCameraPoint* atPoints, CutsceneCameraPoint* eyePoints, Player* player,
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s16 relativeToPlayer);
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s32 Camera_ChangeDoorCam(Camera* camera, Actor* doorActor, s16 camDataIdx, f32 arg3, s16 timer1, s16 timer2,
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s32 Camera_ChangeDoorCam(Camera* camera, Actor* doorActor, s16 bgCamIndex, f32 arg3, s16 timer1, s16 timer2,
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s16 timer3);
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s32 Camera_Copy(Camera* dstCamera, Camera* srcCamera);
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Vec3f* Camera_GetSkyboxOffset(Vec3f* dst, Camera* camera);
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