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Decompile and Document Camera z_play functions (#933)
* Document z_play camera functions * cleanup function names * PR Suggestion * Fix master merge, add comments * fix merge * small fix Co-authored-by: angie <angheloalf95@gmail.com>
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+18
-18
@@ -690,7 +690,7 @@ s32 func_800B874C(Actor* actor, PlayState* play, f32 xzRange, f32 yRange);
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s32 func_800B8804(Actor* actor, PlayState* play, f32 xzRange);
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s32 func_800B886C(Actor* actor, PlayState* play);
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void Actor_GetScreenPos(PlayState* play, Actor* actor, s16* x, s16* y);
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s32 func_800B8934(PlayState* play, Actor* actor);
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s32 Actor_OnScreen(PlayState* play, Actor* actor);
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s32 Actor_HasParent(Actor* actor, PlayState* play);
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s32 Actor_PickUp(Actor* actor, PlayState* play, s32 getItemId, f32 xzRange, f32 yRange);
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s32 Actor_PickUpNearby(Actor* actor, PlayState* play, s32 getItemId);
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@@ -1105,8 +1105,8 @@ Camera* Camera_Alloc(View* view, CollisionContext* bg, PlayState* play);
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void Camera_Free(Camera* camera);
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void Camera_Init(Camera* camera, View* view, CollisionContext* bg, PlayState* play);
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// void func_800DDFE0(void);
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void func_800DE0EC(Camera* camera, Actor* actor);
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// s32 func_800DE308(Camera* camera, UNK_TYPE2 uParm2);
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void Camera_InitPlayerSettings(Camera* camera, Player* player);
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s32 Camera_ChangeStatus(Camera* camera, s16 status);
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// void func_800DE324(void);
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// void func_800DE62C(void);
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// void func_800DE840(void);
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@@ -1127,7 +1127,7 @@ void Camera_GetCamDir(Vec3s* dst, Camera* camera);
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s16 Camera_GetCamDirPitch(Camera* camera);
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s16 Camera_GetCamDirYaw(Camera* camera);
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void Camera_AddQuake(Camera* camera, s32 arg1, s16 y, s32 countdown);
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void func_800DFD78(Camera* camera, s32 paramFlag, void* value);
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s32 Camera_SetViewParam(Camera* camera, s32 viewFlag, void* param);
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// UNK_TYPE4 func_800DFEF0(s32 param_1, u16 param_2);
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// UNK_TYPE4 func_800DFF18(Camera* iParm1, UNK_TYPE2 uParm2);
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// UNK_TYPE4 func_800DFF34(s32 param_1);
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@@ -1135,7 +1135,7 @@ void func_800DFD78(Camera* camera, s32 paramFlag, void* value);
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s16 Camera_SetFlags(Camera* iParm1, s16 flags);
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s16 Camera_ClearFlags(Camera* camera, s16 flags);
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s32 Camera_ChangeDoorCam(Camera* camera, Actor* doorActor, s16 bgCamDataId, f32 arg3, s16 timer1, s16 timer2, s16 timer3);
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// UNK_TYPE4 func_800E007C(Camera* param_1, Camera* param_2);
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s32 Camera_Copy(Camera* dstCamera, Camera* srcCamera);
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// UNK_TYPE4 func_800E01AC(void);
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Vec3f* Camera_GetQuakeOffset(Vec3f* dst, Camera* camera);
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// void func_800E01DC(s32 param_1, u32 param_2, UNK_TYPE4 param_3, UNK_TYPE4 param_4, UNK_TYPE2 param_5, UNK_TYPE2 param_6);
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@@ -2574,18 +2574,18 @@ void func_80165690(void);
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// void func_80165EC0(void);
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// void func_80166060(void);
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Gfx* func_801660B8(PlayState* play, Gfx* gfx);
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void Play_Fini(GameState* thisx);
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void Play_Destroy(GameState* thisx);
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// void func_801663C4(void);
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// void func_80166644(void);
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// void func_801668B4(void);
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void func_80166968(PlayState* play, Camera* camera);
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void func_80166B30(PlayState* play);
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void func_80167814(PlayState* play);
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void Play_Update(PlayState* play);
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void func_80167DE4(PlayState* play);
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// void func_80167F0C(void);
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void Play_Draw(PlayState* play);
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void func_80168DAC(PlayState* play);
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void Play_Update(PlayState* play);
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void Play_Main(PlayState* play);
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s32 Play_InCsMode(PlayState* play);
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f32 func_80169100(PlayState* play, MtxF* mtx, CollisionPoly** arg2, s32* arg3, Vec3f* feetPosPtr);
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// void func_801691F0(void);
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@@ -2593,19 +2593,19 @@ void* Play_LoadScene(PlayState* play, RomFile* entry);
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void func_8016927C(PlayState* play, s16 sParm2);
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// void func_801692C4(PlayState* play, UNK_TYPE1 uParm2);
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// void Play_SceneInit(PlayState* play, s32 sceneIndex, UNK_TYPE1 param_3);
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UNK_RET func_80169474(PlayState* play, Vec3f* v1, Vec3f* v2);
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s32 Play_CreateSubCamera(PlayState* play);
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s32 Play_GetActiveCamId(PlayState* play);
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void Play_CameraChangeStatus(PlayState* play, s16 camId, s16 status);
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void Play_GetScreenPos(PlayState* play, Vec3f* worldPos, Vec3f* screenPos);
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s16 Play_CreateSubCamera(PlayState* play);
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s16 Play_GetActiveCamId(PlayState* play);
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s32 Play_ChangeCameraStatus(PlayState* play, s16 camId, s16 status);
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void Play_ClearCamera(PlayState* play, s16 camId);
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Camera* Play_GetCamera(PlayState* play, s16 camId);
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s32 Play_CameraSetAtEye(PlayState* play, s16 camId, Vec3f* at, Vec3f* eye);
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void Play_CameraSetAtEyeUp(PlayState* play, s16 camId, Vec3f* at, Vec3f* eye, Vec3f* up);
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void Play_CameraSetFov(PlayState* play, s16 camId, f32 fov);
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void Play_CameraSetRoll(PlayState* play, s16 camId, s16 roll);
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s32 Play_SetCameraAtEye(PlayState* play, s16 camId, Vec3f* at, Vec3f* eye);
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s32 Play_SetCameraAtEyeUp(PlayState* play, s16 camId, Vec3f* at, Vec3f* eye, Vec3f* up);
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s32 Play_SetCameraFov(PlayState* play, s16 camId, f32 fov);
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s32 Play_SetCameraRoll(PlayState* play, s16 camId, s16 roll);
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void Play_CopyCamera(PlayState* play, s16 dstCamId, s16 srcCamId);
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// void func_80169A50(void);
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void Play_CameraChangeSetting(PlayState* play, s16 camId, s16 setting);
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s32 func_80169A50(PlayState* play, s16 camId, Player* player, s16 setting);
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s32 Play_ChangeCameraSetting(PlayState* play, s16 camId, s16 setting);
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void func_80169AFC(PlayState* play, s16 camId, s16 arg2);
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u16 Play_GetActorCsCamSetting(PlayState* play, s32 csCamDataIndex);
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Vec3s* Play_GetActorCsCamFuncData(PlayState* play, s32 csCamDataIndex);
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