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OnePointDemo OK (#719)
* matches * more matches * progress? * it's time * so close * organize declarations * docs * more fixes * more fixes * fix stage 1 * more fixes * first try * demo ids in decimal * final cleanup * one more thing * fixes * more cleanup * onepointcs * OnePointCutscene Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
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233 changed files with 3949 additions and 7571 deletions
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@ -487,8 +487,8 @@ void EnDaiku_InitSubCamera(EnDaiku* this, GlobalContext* globalCtx) {
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this->subCamAtTarget.z = this->subCamAt.z = this->actor.world.pos.z;
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this->subCamId = Gameplay_CreateSubCamera(globalCtx);
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Gameplay_ChangeCameraStatus(globalCtx, 0, 1);
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Gameplay_ChangeCameraStatus(globalCtx, this->subCamId, 7);
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Gameplay_ChangeCameraStatus(globalCtx, MAIN_CAM, CAM_STAT_WAIT);
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Gameplay_ChangeCameraStatus(globalCtx, this->subCamId, CAM_STAT_ACTIVE);
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Gameplay_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye);
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Gameplay_CameraSetFov(globalCtx, this->subCamId, globalCtx->mainCamera.fov);
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@ -515,7 +515,7 @@ void EnDaiku_EscapeSuccess(EnDaiku* this, GlobalContext* globalCtx) {
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Vec3f vec;
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Gameplay_ClearCamera(globalCtx, this->subCamId);
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Gameplay_ChangeCameraStatus(globalCtx, 0, 7);
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Gameplay_ChangeCameraStatus(globalCtx, MAIN_CAM, CAM_STAT_ACTIVE);
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this->subCamActive = false;
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if ((gSaveContext.eventChkInf[9] & 0xF) == 0xF) {
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