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Quake Documentation Pass (#1402)
* begin quake docs * continue cleanup * quake offset * many more docs * cleanup * more cleanup * cleanup headers * move quake value to internal * update, still need to test shake zoom/yaw * more docs * better docs * add file descriptions * fix comment * explain random index * cleanup comments * better type 6 docs * expand orientation comment * fix old names, add comment * remove comment, twas a mistake * easy PR feedback * duration in dec * rm offset, clear up roll * oops * merge shakeInfo and QuakeCamData * match order that always appears in code * more PR suggestions * adjust comment * zeroVec * rm extra space * roman PR suggestions
This commit is contained in:
parent
d1d946a197
commit
9675051377
64 changed files with 737 additions and 620 deletions
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@ -1,4 +1,5 @@
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#include "global.h"
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#include "quake.h"
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#include "vt.h"
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#include "overlays/actors/ovl_En_Sw/z_en_sw.h"
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@ -156,10 +157,10 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
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((mainCam->play->state.frames & 1) ? 3.0f : -3.0f) + Rand_ZeroOne();
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func_800C0808(play, subCamId, player, CAM_SET_CS_C);
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i = Quake_Add(subCam, 5);
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i = Quake_Request(subCam, QUAKE_TYPE_5);
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Quake_SetSpeed(i, 400);
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Quake_SetQuakeValues(i, 4, 5, 40, 0x3C);
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Quake_SetCountdown(i, 1600);
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Quake_SetPerturbations(i, 4, 5, 40, 0x3C);
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Quake_SetDuration(i, 1600);
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break;
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case 2280:
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csInfo->keyFrames = D_80120D4C;
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@ -177,10 +178,10 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
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((mainCam->play->state.frames & 1) ? 3.0f : -3.0f) + Rand_ZeroOne();
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func_800C0808(play, subCamId, player, CAM_SET_CS_C);
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i = Quake_Add(subCam, 5);
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i = Quake_Request(subCam, QUAKE_TYPE_5);
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Quake_SetSpeed(i, 400);
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Quake_SetQuakeValues(i, 2, 3, 200, 0x32);
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Quake_SetCountdown(i, 9999);
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Quake_SetPerturbations(i, 2, 3, 200, 0x32);
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Quake_SetDuration(i, 9999);
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break;
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case 2220:
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csInfo->keyFrames = D_80120E64;
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@ -188,10 +189,10 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
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func_800C0808(play, subCamId, player, CAM_SET_CS_C);
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i = Quake_Add(subCam, 5);
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i = Quake_Request(subCam, QUAKE_TYPE_5);
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Quake_SetSpeed(i, 400);
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Quake_SetQuakeValues(i, 2, 2, 50, 0);
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Quake_SetCountdown(i, 280);
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Quake_SetPerturbations(i, 2, 2, 50, 0);
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Quake_SetDuration(i, 280);
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break;
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case 2230:
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if (player->actor.world.pos.z < 1000.0f) {
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@ -210,10 +211,10 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
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func_800C0808(play, subCamId, player, CAM_SET_CS_C);
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i = Quake_Add(subCam, 5);
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i = Quake_Request(subCam, QUAKE_TYPE_5);
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Quake_SetSpeed(i, 400);
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Quake_SetQuakeValues(i, 2, 2, 50, 0);
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Quake_SetCountdown(i, 60);
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Quake_SetPerturbations(i, 2, 2, 50, 0);
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Quake_SetDuration(i, 60);
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break;
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case 2350:
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csInfo->keyFrames = D_8012110C;
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@ -397,10 +398,10 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
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func_800C0808(play, subCamId, player, CAM_SET_CS_C);
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i = Quake_Add(subCam, 3);
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i = Quake_Request(subCam, QUAKE_TYPE_3);
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Quake_SetSpeed(i, 22000);
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Quake_SetQuakeValues(i, 2, 0, 200, 0);
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Quake_SetCountdown(i, 10);
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Quake_SetPerturbations(i, 2, 0, 200, 0);
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Quake_SetDuration(i, 10);
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break;
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case 3080:
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csInfo->keyFrames = D_80121774;
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@ -435,10 +436,10 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
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func_8002DF54(play, NULL, 8);
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func_800C0808(play, subCamId, player, CAM_SET_CS_C);
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i = Quake_Add(subCam, 1);
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i = Quake_Request(subCam, QUAKE_TYPE_1);
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Quake_SetSpeed(i, 24000);
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Quake_SetQuakeValues(i, 2, 0, 0, 0);
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Quake_SetCountdown(i, 160);
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Quake_SetPerturbations(i, 2, 0, 0, 0);
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Quake_SetDuration(i, 160);
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break;
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case 3060:
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csInfo->keyFrames = D_80121904;
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@ -467,10 +468,10 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
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D_8012021C[D_801202FC - 3].pos.z +=
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(D_8012021C[D_801202FC - 2].pos.z - D_8012021C[D_801202FC - 3].pos.z) / 2;
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i = Quake_Add(mainCam, 3);
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i = Quake_Request(mainCam, QUAKE_TYPE_3);
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Quake_SetSpeed(i, 30000);
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Quake_SetQuakeValues(i, 2, 1, 1, 0);
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Quake_SetCountdown(i, 200);
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Quake_SetPerturbations(i, 2, 1, 1, 0);
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Quake_SetDuration(i, 200);
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break;
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case 3120:
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csInfo->keyFrames = D_80121954[-(timer + 101)];
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@ -583,10 +584,10 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
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OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
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Play_CameraSetAtEye(play, CAM_ID_MAIN, &spC0, &spB4);
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i = Quake_Add(subCam, 3);
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i = Quake_Request(subCam, QUAKE_TYPE_3);
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Quake_SetSpeed(i, 22000);
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Quake_SetQuakeValues(i, 1, 0, 0, 0);
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Quake_SetCountdown(i, 90);
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Quake_SetPerturbations(i, 1, 0, 0, 0);
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Quake_SetDuration(i, 90);
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break;
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case 6010:
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Actor_GetWorld(&spA0, actor);
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@ -637,10 +638,10 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
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OnePointCutscene_SetCsCamPoints(subCam, D_801208E8, D_801208E4, D_801206A0, D_80120760);
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}
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i = Quake_Add(subCam, 1);
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i = Quake_Request(subCam, QUAKE_TYPE_1);
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Quake_SetSpeed(i, 32000);
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Quake_SetQuakeValues(i, 0, 0, 20, 0);
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Quake_SetCountdown(i, D_801208E4 - 10);
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Quake_SetPerturbations(i, 0, 0, 20, 0);
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Quake_SetDuration(i, D_801208E4 - 10);
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break;
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case 3400:
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Play_CameraChangeSetting(play, subCamId, CAM_SET_CS_3);
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OnePointCutscene_Vec3sToVec3f(&mainCam->eye, &D_801205B4[D_80120694 - 2].pos);
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OnePointCutscene_Vec3sToVec3f(&mainCam->at, &D_801204D4[D_80120694 - 2].pos);
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i = Quake_Add(subCam, 1);
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i = Quake_Request(subCam, QUAKE_TYPE_1);
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Quake_SetSpeed(i, 0x4E20);
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Quake_SetQuakeValues(i, 1, 0, 50, 0);
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Quake_SetCountdown(i, D_80120698 - 20);
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Quake_SetPerturbations(i, 1, 0, 50, 0);
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Quake_SetDuration(i, D_80120698 - 20);
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break;
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case 3390:
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player->actor.shape.rot.y = player->actor.world.rot.y = player->currentYaw = -0x3FD9;
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func_8002DF54(play, NULL, 8);
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Play_CopyCamera(play, subCamId, CAM_ID_MAIN);
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i = Quake_Add(subCam, 1);
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i = Quake_Request(subCam, QUAKE_TYPE_1);
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Quake_SetSpeed(i, 32000);
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Quake_SetQuakeValues(i, 2, 0, 0, 0);
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Quake_SetCountdown(i, timer);
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Quake_SetPerturbations(i, 2, 0, 0, 0);
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Quake_SetDuration(i, timer);
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break;
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case 3290:
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D_80121F1C[0].atTargetInit = play->view.at;
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func_800C0808(play, subCamId, player, CAM_SET_CS_C);
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i = Quake_Add(subCam, 3);
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i = Quake_Request(subCam, QUAKE_TYPE_3);
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Quake_SetSpeed(i, 12000);
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Quake_SetQuakeValues(i, 0, 0, 1000, 0);
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Quake_SetCountdown(i, 5);
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Quake_SetPerturbations(i, 0, 0, 1000, 0);
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Quake_SetDuration(i, 5);
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break;
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case 3340:
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D_80121FBC[0].atTargetInit = play->view.at;
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func_8002DF54(play, NULL, 8);
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func_800C0808(play, subCamId, player, CAM_SET_CS_C);
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i = Quake_Add(subCam, 3);
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i = Quake_Request(subCam, QUAKE_TYPE_3);
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Quake_SetSpeed(i, 12000);
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Quake_SetQuakeValues(i, 0, 0, 1000, 0);
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Quake_SetCountdown(i, 5);
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Quake_SetPerturbations(i, 0, 0, 1000, 0);
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Quake_SetDuration(i, 5);
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break;
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case 3360:
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csInfo->keyFrames = D_8012205C;
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func_8002DF54(play, NULL, 8);
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func_800C0808(play, subCamId, player, CAM_SET_CS_C);
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i = Quake_Add(subCam, 1);
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i = Quake_Request(subCam, QUAKE_TYPE_1);
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Quake_SetSpeed(i, 32000);
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Quake_SetQuakeValues(i, 4, 0, 0, 0);
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Quake_SetCountdown(i, 20);
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Quake_SetPerturbations(i, 4, 0, 0, 0);
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Quake_SetDuration(i, 20);
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break;
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case 3450:
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csInfo->keyFrames = D_8012237C;
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func_8002DF38(play, &player->actor, 8);
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func_800C0808(play, subCamId, player, CAM_SET_CS_C);
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i = Quake_Add(subCam, 1);
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i = Quake_Request(subCam, QUAKE_TYPE_1);
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Quake_SetSpeed(i, 32000);
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Quake_SetQuakeValues(i, 2, 0, 0, 0);
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Quake_SetCountdown(i, 10);
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Quake_SetPerturbations(i, 2, 0, 0, 0);
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Quake_SetDuration(i, 10);
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break;
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case 3440:
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csInfo->keyFrames = D_801223CC;
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player->stateFlags1 |= PLAYER_STATE1_29;
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player->actor.freezeTimer = 90;
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i = Quake_Add(subCam, 1);
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i = Quake_Request(subCam, QUAKE_TYPE_1);
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Quake_SetSpeed(i, 32000);
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Quake_SetQuakeValues(i, 2, 0, 0, 0);
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Quake_SetCountdown(i, 10);
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Quake_SetPerturbations(i, 2, 0, 0, 0);
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Quake_SetDuration(i, 10);
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break;
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case 3430:
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csInfo->keyFrames = D_801224BC;
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func_8002DF54(play, NULL, 8);
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func_800C0808(play, subCamId, player, CAM_SET_CS_C);
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i = Quake_Add(subCam, 1);
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i = Quake_Request(subCam, QUAKE_TYPE_1);
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Quake_SetSpeed(i, 32000);
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Quake_SetQuakeValues(i, 1, 0, 10, 0);
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Quake_SetCountdown(i, 20);
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Quake_SetPerturbations(i, 1, 0, 10, 0);
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Quake_SetDuration(i, 20);
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break;
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case 4100:
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csInfo->keyFrames = D_801225D4;
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func_800C0808(play, subCamId, player, CAM_SET_CS_C);
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i = Quake_Add(subCam, 3);
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i = Quake_Request(subCam, QUAKE_TYPE_3);
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Quake_SetSpeed(i, 12000);
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Quake_SetQuakeValues(i, 0, 1, 100, 0);
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Quake_SetCountdown(i, timer - 80);
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Quake_SetPerturbations(i, 0, 1, 100, 0);
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Quake_SetDuration(i, timer - 80);
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break;
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case 4220:
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csInfo->keyFrames = (player->actor.world.pos.z < -15.0f) ? D_80122C3C : D_80122C64;
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func_800C0808(play, subCamId, player, CAM_SET_CS_C);
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func_8002DF38(play, &player->actor, 1);
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i = Quake_Add(subCam, 3);
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i = Quake_Request(subCam, QUAKE_TYPE_3);
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Quake_SetSpeed(i, 12000);
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Quake_SetQuakeValues(i, 0, 1, 10, 0);
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Quake_SetCountdown(i, timer - 10);
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Quake_SetPerturbations(i, 0, 1, 10, 0);
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Quake_SetDuration(i, timer - 10);
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break;
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case 4221:
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csInfo->keyFrames = D_80122C8C;
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