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rename code_8007BF90.c to z_olib.c, rename functions in z_olib.c (#181)
* rename code_8007BF90.c to z_olib.c, rename functions in z_olib.c * pr updates
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56 changed files with 501 additions and 503 deletions
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@ -1850,7 +1850,7 @@ Vec3f* func_80043BC4(Vec3f* arg0, Vec3s* arg1) {
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Vec3f* func_80043C28(Vec3f* arg0, Vec3f* arg1, VecSph* arg2) {
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Vec3f sp24, sp18;
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func_8007C25C(&sp18, arg2);
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OLib_VecSphRot90ToVec3f(&sp18, arg2);
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sp24.x = arg1->x + sp18.x;
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sp24.y = arg1->y + sp18.y;
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@ -1880,12 +1880,12 @@ s32 func_80043D18(Camera* camera, Vec3f* arg1, struct_80043D18* arg2) {
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VecSph sp3C;
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colCtx = &camera->globalCtx->colCtx;
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func_8007C490(&sp3C, arg1, &arg2->unk_00);
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OLib_Vec3fDiffToVecSphRot90(&sp3C, arg1, &arg2->unk_00);
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sp3C.r += 8.0f;
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func_80043C28(&sp5C, arg1, &sp3C);
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if (func_8003DD6C(colCtx, arg1, &sp5C, &sp68, &arg2->unk_18, 1, 1, 1, -1, &arg2->unk_24) == 0) {
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func_8007C0F8(&sp50, arg1, &arg2->unk_00);
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OLib_Vec3fDistNormalize(&sp50, arg1, &arg2->unk_00);
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arg2->unk_0C.x = -sp50.x;
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arg2->unk_0C.y = -sp50.y;
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@ -2152,7 +2152,7 @@ f32 func_80045714(Vec3f* arg0, s16 arg1, s16 arg2, f32 arg3) {
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VecSph sp1C;
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f32 sp18;
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func_8007C3F4(&sp1C, arg0);
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OLib_Vec3fToVecSphRot90(&sp1C, arg0);
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sp18 = Math_Coss(sp1C.phi);
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sp18 = fabsf(Math_Coss(arg1 - sp1C.theta) * sp18);
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return Math_Coss(arg1 - arg2) * (sp18 * arg3);
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@ -2213,7 +2213,7 @@ s32 func_800458D4(Camera* camera, VecSph* arg1, f32 arg2, f32* arg3, s16 arg4) {
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}
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sp48 = temp_s1->pos.y - *arg3;
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temp_ret = Math_atan2f(sp48, func_8007C028(&camera->at, &camera->eye)); // f2 and f14 are swapped
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temp_ret = Math_atan2f(sp48, OLib_Vec3fDistXZ(&camera->at, &camera->eye)); // f2 and f14 are swapped
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if (OREG(32) * (M_PI / 180) < temp_ret) {
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phi_f2 = 1.0f - sinf(temp_ret - OREG(32) * (M_PI / 180));
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@ -2509,8 +2509,8 @@ s32 Camera_Normal3(Camera* camera) {
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sp44 = &camera->at;
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sp40 = &camera->eyeNext;
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playerPostRot = &camera->playerPosRot;
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func_8007C490(&sp7C, sp44, sp48);
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func_8007C490(&sp74, sp44, sp40);
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OLib_Vec3fDiffToVecSphRot90(&sp7C, sp44, sp48);
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OLib_Vec3fDiffToVecSphRot90(&sp74, sp44, sp40);
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D_8011D3E8 = 1;
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D_8011D3A0.w = normal3->unk_1E;
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unk20 = &normal3->unk_20;
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@ -2565,7 +2565,7 @@ s32 Camera_Normal3(Camera* camera) {
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temp_f0 + (temp_f0 * (1.0f - camera->unk_E0)), 0xF);
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func_800466F8(camera, &sp74, normal3->unk_00, &unk20->unk_20, 1);
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sp90 = (normal3->unk_08 + normal3->unk_04) * 0.5f;
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func_8007C490(&sp84, sp44, sp40);
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OLib_Vec3fDiffToVecSphRot90(&sp84, sp44, sp40);
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sp84.r = func_800469C0(camera, sp84.r, normal3->unk_04, normal3->unk_08, unk20->unk_2A);
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camera->dist = sp84.r;
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if (0.001f < camera->unk_D8) {
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@ -2786,12 +2786,12 @@ s32 Camera_Unique6(Camera* camera) {
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playerPosRot = &camera->playerPosRot.pos;
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sp2C = *playerPosRot;
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sp2C.y += offset;
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camera->dist = func_8007BF90(&sp2C, &camera->eye);
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camera->dist = OLib_Vec3fDist(&sp2C, &camera->eye);
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camera->unk_E4.x = camera->at.x - playerPosRot->x;
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camera->unk_E4.y = camera->at.y - playerPosRot->y;
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camera->unk_E4.z = camera->at.z - playerPosRot->z;
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} else {
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camera->dist = func_8007BF90(&camera->at, &camera->eye);
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camera->dist = OLib_Vec3fDist(&camera->at, &camera->eye);
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}
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if (camera->unk_00.sh[0] & 1) {
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if (camera->unk_160 > 0) {
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@ -2837,7 +2837,7 @@ void func_80054478(PosRot* arg0, Vec3f* arg1, Vec3f* arg2) {
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Vec3f sp1C;
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Camera_Vec3fCopy(arg1, &sp1C);
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func_8007C3F4(&sp28, &sp1C);
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OLib_Vec3fToVecSphRot90(&sp28, &sp1C);
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sp28.theta += arg0->rot.y;
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func_80043C28(arg2, &arg0->pos, &sp28);
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}
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@ -2907,7 +2907,7 @@ s32 Camera_Demo1(Camera* camera) {
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}
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*eye = *eyeNext;
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camera->roll = sp4C * 256.0f;
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camera->dist = func_8007BF90(at, eye);
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camera->dist = OLib_Vec3fDist(at, eye);
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break;
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}
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return 1;
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@ -2985,7 +2985,7 @@ s32 Camera_Special0(Camera* camera) {
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camera->unk_E4.x = camera->at.x - playerPosRot->x;
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camera->unk_E4.y = camera->at.y - playerPosRot->y;
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camera->unk_E4.z = camera->at.z - playerPosRot->z;
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camera->dist = func_8007BF90(&camera->at, &camera->eye);
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camera->dist = OLib_Vec3fDist(&camera->at, &camera->eye);
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camera->unk_D8 = 0.0f;
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if (camera->unk_160 > 0) {
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camera->unk_160--;
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@ -3900,7 +3900,7 @@ s32 func_8005AE64(Camera* camera, Camera* otherCamera) {
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camera->eyeNext = sp30;
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camera->eye = sp30;
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camera->dist = func_8007BF90(&camera->at, &camera->eye);
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camera->dist = OLib_Vec3fDist(&camera->at, &camera->eye);
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camera->fov = otherCamera->fov;
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camera->roll = otherCamera->roll;
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func_80043B60(camera);
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@ -3910,7 +3910,7 @@ s32 func_8005AE64(Camera* camera, Camera* otherCamera) {
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camera->unk_E4.x = camera->at.x - camera->playerPosRot.pos.x;
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camera->unk_E4.y = camera->at.y - camera->playerPosRot.pos.y;
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camera->unk_E4.z = camera->at.z - camera->playerPosRot.pos.z;
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camera->dist = func_8007BF90(&camera->playerPosRot.pos, &camera->eye);
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camera->dist = OLib_Vec3fDist(&camera->playerPosRot.pos, &camera->eye);
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camera->unk_CC.x = 1.0f;
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camera->unk_CC.y = 1.0f;
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}
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