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z_play
: Camera Docs and Cleanup (#1460)
* begin docs * More suggestions * more docs * timer to duration * partial PR review * init data with player * consistent comments * withPlayer to usingPlayer
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30 changed files with 362 additions and 260 deletions
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@ -640,7 +640,7 @@ s32 DynaPolyActor_IsPlayerAbove(DynaPolyActor* dynaActor);
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s32 func_800435B4(DynaPolyActor* dynaActor);
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s32 func_800435D8(PlayState* play, DynaPolyActor* dynaActor, s16 arg2, s16 arg3, s16 arg4);
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void Camera_Init(Camera* camera, View* view, CollisionContext* colCtx, PlayState* play);
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void Camera_InitPlayerSettings(Camera* camera, Player* player);
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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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@ -1317,14 +1317,14 @@ s16 Play_ChangeCameraStatus(PlayState* this, s16 camId, s16 status);
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void Play_ClearCamera(PlayState* this, s16 camId);
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void Play_ClearAllSubCameras(PlayState* this);
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Camera* Play_GetCamera(PlayState* this, s16 camId);
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s32 Play_CameraSetAtEye(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye);
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s32 Play_CameraSetAtEyeUp(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye, Vec3f* up);
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s32 Play_CameraSetFov(PlayState* this, s16 camId, f32 fov);
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s32 Play_SetCameraAtEye(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye);
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s32 Play_SetCameraAtEyeUp(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye, Vec3f* up);
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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 func_800C0808(PlayState* this, s16 camId, Player* player, s16 setting);
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s32 Play_CameraChangeSetting(PlayState* this, s16 camId, s16 setting);
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void func_800C08AC(PlayState* this, s16 camId, s16 arg2);
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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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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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void Play_TriggerVoidOut(PlayState* this);
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