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Misc. small cam doc (#1461)
* `Camera.posOffset` -> `Camera.playerToAtOffset` * calcSlopeYAdj bool cleanup * `Camera_CalcAtForLockOn` flags defines -> `CAM_LOCKON_AT_FLAG_` * yOffset * More cleanup * isOffGround
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4 changed files with 192 additions and 189 deletions
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@ -1560,11 +1560,11 @@ s32 Play_SetCameraAtEye(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye) {
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player = camera->player;
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if (player != NULL) {
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camera->posOffset.x = at->x - player->actor.world.pos.x;
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camera->posOffset.y = at->y - player->actor.world.pos.y;
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camera->posOffset.z = at->z - player->actor.world.pos.z;
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camera->playerToAtOffset.x = at->x - player->actor.world.pos.x;
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camera->playerToAtOffset.y = at->y - player->actor.world.pos.y;
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camera->playerToAtOffset.z = at->z - player->actor.world.pos.z;
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} else {
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camera->posOffset.x = camera->posOffset.y = camera->posOffset.z = 0.0f;
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camera->playerToAtOffset.x = camera->playerToAtOffset.y = camera->playerToAtOffset.z = 0.0f;
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}
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camera->atLERPStepScale = 0.01f;
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@ -1588,11 +1588,11 @@ s32 Play_SetCameraAtEyeUp(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye, Vec
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player = camera->player;
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if (player != NULL) {
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camera->posOffset.x = at->x - player->actor.world.pos.x;
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camera->posOffset.y = at->y - player->actor.world.pos.y;
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camera->posOffset.z = at->z - player->actor.world.pos.z;
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camera->playerToAtOffset.x = at->x - player->actor.world.pos.x;
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camera->playerToAtOffset.y = at->y - player->actor.world.pos.y;
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camera->playerToAtOffset.z = at->z - player->actor.world.pos.z;
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} else {
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camera->posOffset.x = camera->posOffset.y = camera->posOffset.z = 0.0f;
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camera->playerToAtOffset.x = camera->playerToAtOffset.y = camera->playerToAtOffset.z = 0.0f;
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}
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camera->atLERPStepScale = 0.01f;
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