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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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@ -1,5 +1,6 @@
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#include "z_en_encount2.h"
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#include "overlays/actors/ovl_En_Fire_Rock/z_en_fire_rock.h"
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#include "quake.h"
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#include "vt.h"
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#include "assets/objects/object_efc_star_field/object_efc_star_field.h"
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@ -91,11 +92,11 @@ void EnEncount2_Wait(EnEncount2* this, PlayState* play) {
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}
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break;
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case ENCOUNT2_ACTIVE_DEATH_MOUNTAIN:
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if ((this->deathMountainSpawnerTimer == 1) || (!this->isQuaking)) {
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quakeIndex = Quake_Add(GET_ACTIVE_CAM(play), 1);
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if ((this->deathMountainSpawnerTimer == 1) || !this->isQuaking) {
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quakeIndex = Quake_Request(GET_ACTIVE_CAM(play), QUAKE_TYPE_1);
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Quake_SetSpeed(quakeIndex, 0x7FFF);
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Quake_SetQuakeValues(quakeIndex, 50, 0, 0, 0);
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Quake_SetCountdown(quakeIndex, 300);
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Quake_SetPerturbations(quakeIndex, 50, 0, 0, 0);
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Quake_SetDuration(quakeIndex, 300);
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this->isQuaking = true;
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}
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FALLTHROUGH;
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