mirror of
https://github.com/izzy2lost/2ship2harkinian-Android.git
synced 2026-06-19 01:20:08 -07:00
fix merge
This commit is contained in:
+2
-2
@@ -2,6 +2,7 @@
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#define Z64CAMERA_H
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#include "ultra64.h"
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#include "z64math.h"
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#include "z64save.h"
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// these two angle conversion macros are slightly inaccurate
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@@ -1189,8 +1190,7 @@ typedef struct {
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/* 0x00 */ Vec3f unk_00;
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/* 0x0C */ Vec3f unk_0C;
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/* 0x18 */ f32 unk_18;
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/* 0x1C */ Vec3f unk_1C;
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/* 0x28 */ Vec3f unk_28;
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/* 0x1C */ Linef unk_1C;
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/* 0x34 */ Vec3s unk_34;
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/* 0x3A */ s16 unk_3A;
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/* 0x3C */ s16 timer;
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+7
-7
@@ -1255,7 +1255,7 @@ s32 func_800CD44C(Camera* camera, VecGeo* diffGeo, CameraCollision* camEyeCollis
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// different bgIds for at->eye[Next] and eye[Next]->at
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ret = 3;
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} else {
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cosEyeAt = Math3D_Parallel(&camEyeCollision->norm, &camAtCollision->norm);
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cosEyeAt = Math3D_Cos(&camEyeCollision->norm, &camAtCollision->norm);
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if (cosEyeAt < -0.5f) {
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ret = 6;
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} else if ((cosEyeAt > 0.5f) || (checkEye & 2)) {
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@@ -1860,7 +1860,7 @@ void Camera_CalcDefaultSwing(Camera* camera, VecGeo* arg1, VecGeo* arg2, f32 arg
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} else if (swing->atEyeColChk.norm.y > 0.50f) {
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swing->unk_64 = 0;
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} else {
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Math3D_AngleBetweenVectors(&camera->unk_0F0, &swing->eyeAtColChk.norm, &sp88);
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Math3D_CosOut(&camera->unk_0F0, &swing->eyeAtColChk.norm, &sp88);
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if (sp88 > 0.0f) {
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swing->unk_64 = 0;
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}
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@@ -5565,8 +5565,8 @@ s32 Camera_Unique0(Camera* camera) {
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switch (camera->animState) {
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case 0:
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bgCamFuncData = (BgCamFuncData*)Camera_GetBgCamOrActorCsCamFuncData(camera, camera->bgCamIndex);
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Camera_Vec3sToVec3f(&rwData->unk_1C, &bgCamFuncData->pos);
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camera->eye = camera->eyeNext = rwData->unk_1C;
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Camera_Vec3sToVec3f(&rwData->unk_1C.a, &bgCamFuncData->pos);
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camera->eye = camera->eyeNext = rwData->unk_1C.a;
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rwData->unk_34 = bgCamFuncData->rot;
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temp_v1 = bgCamFuncData->fov;
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@@ -5597,7 +5597,7 @@ s32 Camera_Unique0(Camera* camera) {
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}
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rwData->unk_3A = camera->focalActor->world.rot.y;
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rwData->unk_3E = 0;
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camera->eye = camera->eyeNext = rwData->unk_1C;
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camera->eye = camera->eyeNext = rwData->unk_1C.a;
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Camera_UnsetStateFlag(camera, CAM_STATE_2);
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camera->animState++;
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// fallthrough
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@@ -5605,8 +5605,8 @@ s32 Camera_Unique0(Camera* camera) {
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sp84.r = OLib_Vec3fDist(&sp8C, &camera->eye);
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sp84.yaw = rwData->unk_34.y;
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sp84.pitch = -rwData->unk_34.x;
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OLib_VecGeoToVec3f(&rwData->unk_28, &sp84);
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func_80179A44(&rwData->unk_1C, focalActorPosRot, &rwData->unk_0C);
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OLib_VecGeoToVec3f(&rwData->unk_1C.b, &sp84);
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Math3D_LineClosestToPoint(&rwData->unk_1C, &focalActorPosRot->pos, &rwData->unk_0C);
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camera->at = rwData->unk_0C;
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if (player->stateFlags1 & PLAYER_STATE1_20000000) {
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