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Document Sub-Cameras (#989)

* Copying SubCam Changes from PR 908, made it to the end of bosses

* Finish copying over PR

* format

* More cleanup

* clean-up

* PR Suggestions, Clean-Up, Improvement in CS

* Remove substructs from fd/fd2

* format

* Improve fishing

* minor fix

* Make CutsceneCameraDir more general

* `sActiveCamMove` -> `sCamMove`

* Fix conflict with object kankyo

* Add CAM_ID_MAIN to object_kankyo

* Improve cam cutscenes further

* Revert cutscene cmd names (better for a separate PR)

* At -> LookAt in the context of Cutscenes

* Missed naming in diving game

* Format

* Fill in Ganon2 Names (now that it's matching)

* format

* `sActiveCamId` -> `sReturnToCamId`

* activeCamId -> returnToCamId

* Discord Discussions

* FIRST

* Move macro to bottom, comments

* More suggestions

* PR suggestion, cleanup comment

* Oops

* add comments

* Adjust comment

* Change edge-case

* whoops

Co-authored-by: fig02 <fig02srl@gmail.com>
This commit is contained in:
engineer124 2022-05-13 04:35:31 +10:00 committed by GitHub
parent 92aef346f2
commit bf56c94f0f
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143 changed files with 2778 additions and 2768 deletions

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@ -616,8 +616,8 @@ void func_8008EEAC(GlobalContext* globalCtx, Actor* actor) {
this->unk_664 = actor;
this->unk_684 = actor;
this->stateFlags1 |= PLAYER_STATE1_16;
Camera_SetParam(Gameplay_GetCamera(globalCtx, 0), 8, actor);
Camera_ChangeMode(Gameplay_GetCamera(globalCtx, 0), 2);
Camera_SetParam(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN), 8, actor);
Camera_ChangeMode(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN), CAM_MODE_FOLLOWTARGET);
}
s32 func_8008EF30(GlobalContext* globalCtx) {