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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
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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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void* D_8012D1F0 = NULL;
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@ -1176,11 +1177,11 @@ void Play_Draw(PlayState* this) {
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if ((HREG(80) != 10) || (HREG(83) != 0)) {
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if ((this->skyboxCtx.unk_140 != 0) && (GET_ACTIVE_CAM(this)->setting != CAM_SET_PREREND_FIXED)) {
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Vec3f sp74;
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Vec3f quakeOffset;
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Camera_GetSkyboxOffset(&sp74, GET_ACTIVE_CAM(this));
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SkyboxDraw_Draw(&this->skyboxCtx, gfxCtx, this->skyboxId, 0, this->view.eye.x + sp74.x,
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this->view.eye.y + sp74.y, this->view.eye.z + sp74.z);
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Camera_GetQuakeOffset(&quakeOffset, GET_ACTIVE_CAM(this));
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SkyboxDraw_Draw(&this->skyboxCtx, gfxCtx, this->skyboxId, 0, this->view.eye.x + quakeOffset.x,
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this->view.eye.y + quakeOffset.y, this->view.eye.z + quakeOffset.z);
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}
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}
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