diff --git a/src/camera.c b/src/camera.c index 854c1b23c..84e7122ef 100644 --- a/src/camera.c +++ b/src/camera.c @@ -77,9 +77,9 @@ void camera_init(f32 posX, f32 posY, f32 posZ, UNUSED s16 rot, u32 arg4, s32 cam camera->lookAt.x = 0.0f; camera->lookAt.z = 150.0f; camera->lookAt.y = posY - 3.0; - camera->up[0] = 0.0f; - camera->up[1] = 1.0f; - camera->up[2] = 0.0f; + camera->up.x = 0.0f; + camera->up.y = 1.0f; + camera->up.z = 0.0f; camera->playerId = (s16) cameraId; camera->unk_B0 = 0; camera->unk_A0 = 0.0f; @@ -102,60 +102,60 @@ void camera_init(f32 posX, f32 posY, f32 posZ, UNUSED s16 rot, u32 arg4, s32 cam camera->unk_94.unk_0 = 0.0f; player += cameraId; - camera->unk_2C = player->rotation[1]; - camera->unk_AC = player->rotation[1]; + camera->unk_2C = player->rotation.y; + camera->unk_AC = player->rotation.y; switch (gActiveScreenMode) { case SCREEN_MODE_1P: case SCREEN_MODE_2P_SPLITSCREEN_VERTICAL: if (gModeSelection == BATTLE) { - camera->unk_30[0] = 0.0f; - camera->unk_30[1] = 11.6f; - camera->unk_30[2] = -38.5f; - camera->unk_3C[0] = 0.0f; - camera->unk_3C[1] = 0.0f; - camera->unk_3C[2] = 19.2f; + camera->unk_30.x = 0.0f; + camera->unk_30.y = 11.6f; + camera->unk_30.z = -38.5f; + camera->unk_3C.x = 0.0f; + camera->unk_3C.y = 0.0f; + camera->unk_3C.z = 19.2f; D_80164A88 = 0; } else { - camera->unk_30[0] = 0.0f; - camera->unk_30[1] = 9.5f; - camera->unk_30[2] = -50.0f; - camera->unk_3C[0] = 0.0f; - camera->unk_3C[1] = 0.0f; - camera->unk_3C[2] = 70.0f; + camera->unk_30.x = 0.0f; + camera->unk_30.y = 9.5f; + camera->unk_30.z = -50.0f; + camera->unk_3C.x = 0.0f; + camera->unk_3C.y = 0.0f; + camera->unk_3C.z = 70.0f; } break; case SCREEN_MODE_2P_SPLITSCREEN_HORIZONTAL: if (gModeSelection == BATTLE) { - camera->unk_30[0] = 0.0f; - camera->unk_30[1] = 11.6f; - camera->unk_30[2] = -38.5f; - camera->unk_3C[0] = 0.0f; - camera->unk_3C[1] = 0.0f; - camera->unk_3C[2] = 19.2f; + camera->unk_30.x = 0.0f; + camera->unk_30.y = 11.6f; + camera->unk_30.z = -38.5f; + camera->unk_3C.x = 0.0f; + camera->unk_3C.y = 0.0f; + camera->unk_3C.z = 19.2f; } else { - camera->unk_30[0] = 0.0f; - camera->unk_30[1] = 9.6f; - camera->unk_30[2] = -35.0f; - camera->unk_3C[0] = 0.0f; - camera->unk_3C[1] = 0.0f; - camera->unk_3C[2] = 30.0f; + camera->unk_30.x = 0.0f; + camera->unk_30.y = 9.6f; + camera->unk_30.z = -35.0f; + camera->unk_3C.x = 0.0f; + camera->unk_3C.y = 0.0f; + camera->unk_3C.z = 30.0f; } break; case SCREEN_MODE_3P_4P_SPLITSCREEN: if (gModeSelection == BATTLE) { - camera->unk_30[0] = 0.0f; - camera->unk_30[1] = 11.6f; - camera->unk_30[2] = -38.5f; - camera->unk_3C[0] = 0.0f; - camera->unk_3C[1] = 0.0f; - camera->unk_3C[2] = 19.2f; + camera->unk_30.x = 0.0f; + camera->unk_30.y = 11.6f; + camera->unk_30.z = -38.5f; + camera->unk_3C.x = 0.0f; + camera->unk_3C.y = 0.0f; + camera->unk_3C.z = 19.2f; } else { - camera->unk_30[0] = 0.0f; - camera->unk_30[1] = 9.0f; - camera->unk_30[2] = -40.0f; - camera->unk_3C[0] = 0.0f; - camera->unk_3C[1] = 0.0f; - camera->unk_3C[2] = 18.0f; + camera->unk_30.x = 0.0f; + camera->unk_30.y = 9.0f; + camera->unk_30.z = -40.0f; + camera->unk_3C.x = 0.0f; + camera->unk_3C.y = 0.0f; + camera->unk_3C.z = 18.0f; } break; } @@ -231,35 +231,35 @@ void func_8001CA78(UNUSED Player* player, Camera* camera, Vec3f arg2, f32* arg3, TrackWaypoint* temp_s2; temp_s2 = &D_80164550[0][gWaypointCountByPathIndex[0] - 10]; - sp68[0] = camera->unk_30[0]; - sp68[1] = camera->unk_30[1]; - sp68[2] = camera->unk_30[2]; - sp5C[0] = camera->unk_3C[0]; - sp5C[1] = camera->unk_3C[1]; - sp5C[2] = camera->unk_3C[2]; - arg2[0] = camera->lookAt.x; - arg2[1] = camera->lookAt.y; - arg2[2] = camera->lookAt.z; + sp68.x = camera->unk_30.x; + sp68.y = camera->unk_30.y; + sp68.z = camera->unk_30.z; + sp5C.x = camera->unk_3C.x; + sp5C.y = camera->unk_3C.y; + sp5C.z = camera->unk_3C.z; + arg2.x = camera->lookAt.x; + arg2.y = camera->lookAt.y; + arg2.z = camera->lookAt.z; calculate_orientation_matrix(sp74, 0, 1, 0, -0x00008000); mtxf_translate_vec3f_mat3(sp5C, sp74); if (GetCourse() == GetToadsTurnpike()) { - var_f14 = sp5C[0]; + var_f14 = sp5C.x; } else { - var_f14 = sp5C[0] + temp_s2->posX; + var_f14 = sp5C.x + temp_s2->posX; } - temp_f16 = D_80165230[7] + sp5C[2]; - temp_f18 = sp5C[1] + (temp_s2->posY + D_80164A30); - arg2[0] += (var_f14 - camera->lookAt.x) * 1; - arg2[1] += (temp_f18 - camera->lookAt.y) * 1; - arg2[2] += (temp_f16 - camera->lookAt.z) * 1; + temp_f16 = D_80165230[7] + sp5C.z; + temp_f18 = sp5C.y + (temp_s2->posY + D_80164A30); + arg2.x += (var_f14 - camera->lookAt.x) * 1; + arg2.y += (temp_f18 - camera->lookAt.y) * 1; + arg2.z += (temp_f16 - camera->lookAt.z) * 1; mtxf_translate_vec3f_mat3(sp68, sp74); if (GetCourse() == GetToadsTurnpike()) { - var_f14 = sp68[0]; + var_f14 = sp68.x; } else { - var_f14 = sp68[0] + temp_s2->posX; + var_f14 = sp68.x + temp_s2->posX; } - temp_f16 = D_80165230[7] + sp68[2]; - temp_f18 = sp68[1] + (temp_s2->posY + D_80164A30 + 6.0f); + temp_f16 = D_80165230[7] + sp68.z; + temp_f18 = sp68.y + (temp_s2->posY + D_80164A30 + 6.0f); move_f32_towards(&D_80164A30, 0, 0.02f); posX = camera->pos.x; *arg3 = ((var_f14 - posX) * 1) + posX; @@ -359,43 +359,43 @@ void func_8001CCEC(Player* player, Camera* camera, Vec3f arg2, f32* arg3, f32* a move_f32_towards(&D_80164A90[index], 0, 0.04f); move_f32_towards(&D_80164AA0[index], 0, 0.04f); } - sp90[0] = camera->unk_30[0]; - sp90[1] = - camera->unk_30[1] + (player->unk_DB4.unk1E * 0.85) - D_80164A48[index] + D_80164AA0[index] + (temp_f12 / 2); - sp90[2] = camera->unk_30[2] + temp_f0 + D_80164A38[index]; - sp84[0] = camera->unk_3C[0]; - sp84[1] = camera->unk_3C[1] + (player->unk_DB4.unk1E * 0.85) + temp_f12; - sp84[2] = camera->unk_3C[2] + temp_f0 - D_80164A90[index]; - arg2[0] = camera->lookAt.x; - arg2[1] = camera->lookAt.y; - arg2[2] = camera->lookAt.z; + sp90.x = camera->unk_30.x; + sp90.y = + camera->unk_30.y + (player->unk_DB4.unk1E * 0.85) - D_80164A48[index] + D_80164AA0[index] + (temp_f12 / 2); + sp90.z = camera->unk_30.z + temp_f0 + D_80164A38[index]; + sp84.x = camera->unk_3C.x; + sp84.y = camera->unk_3C.y + (player->unk_DB4.unk1E * 0.85) + temp_f12; + sp84.z = camera->unk_3C.z + temp_f0 - D_80164A90[index]; + arg2.x = camera->lookAt.x; + arg2.y = camera->lookAt.y; + arg2.z = camera->lookAt.z; if ((player->effects & 0x01000000) == 0x01000000) { - sp84[2] /= 3.0f; + sp84.z /= 3.0f; } calculate_orientation_matrix(sp9C, 0, 1, 0, arg7); mtxf_translate_vec3f_mat3(sp84, sp9C); - x = player->pos.x + sp84[0]; - z = player->pos.z + sp84[2]; - y = player->pos.y + sp84[1]; + x = player->pos.x + sp84.x; + z = player->pos.z + sp84.z; + y = player->pos.y + sp84.y; - arg2[0] += (x - camera->lookAt.x) * D_80164A78[index]; - arg2[2] += ((z - camera->lookAt.z) * D_80164A78[index]); + arg2.x += (x - camera->lookAt.x) * D_80164A78[index]; + arg2.z += ((z - camera->lookAt.z) * D_80164A78[index]); if ((((player->unk_094 / 18) * 216) <= 5.0f) && ((player->effects & 2) == 2)) { - arg2[1] += ((y - camera->lookAt.y) * 0.02); + arg2.y += ((y - camera->lookAt.y) * 0.02); } else { - arg2[1] += ((y - camera->lookAt.y) * 0.5); + arg2.y += ((y - camera->lookAt.y) * 0.5); } mtxf_translate_vec3f_mat3(sp90, sp9C); - x = player->pos.x + sp90[0]; - z = player->pos.z + sp90[2]; + x = player->pos.x + sp90.x; + z = player->pos.z + sp90.z; if ((player->effects & 0x01000000) != 0x01000000) { - var_f0 = player->pos.y + sp90[1]; + var_f0 = player->pos.y + sp90.y; // permute y = var_f0; } else { - y = player->unk_074 + player->boundingBoxSize + sp90[1]; + y = player->unk_074 + player->boundingBoxSize + sp90.y; } *arg3 = camera->pos.x + ((x - camera->pos.x) * D_80164A78[index]); @@ -431,29 +431,29 @@ void func_8001D53C(Player* player, Camera* camera, Vec3f arg2, f32* arg3, f32* a move_f32_towards(&camera->unk_A0, 0.0f, 0.06f); } thing = D_801652A0[arg7]; - sp68[0] = camera->unk_30[0]; - sp68[1] = camera->unk_30[1]; - sp68[2] = camera->unk_30[2]; - sp5C[0] = camera->unk_3C[0]; - sp5C[1] = camera->unk_3C[1] + camera->unk_A0; - sp5C[2] = camera->unk_3C[2]; - arg2[0] = camera->lookAt.x; - arg2[1] = camera->lookAt.y; - arg2[2] = camera->lookAt.z; + sp68.x = camera->unk_30.x; + sp68.y = camera->unk_30.y; + sp68.z = camera->unk_30.z; + sp5C.x = camera->unk_3C.x; + sp5C.y = camera->unk_3C.y + camera->unk_A0; + sp5C.z = camera->unk_3C.z; + arg2.x = camera->lookAt.x; + arg2.y = camera->lookAt.y; + arg2.z = camera->lookAt.z; calculate_orientation_matrix(sp74, 0.0f, 1.0f, 0.0f, arg6); mtxf_translate_vec3f_mat3(sp5C, sp74); - stackPadding0 = player->pos.x + sp5C[0]; - stackPadding2 = player->pos.z + sp5C[2]; - stackPadding1 = player->pos.y + sp5C[1]; - arg2[0] += (stackPadding0 - camera->lookAt.x) * 1; - arg2[2] += (stackPadding2 - camera->lookAt.z) * 1; - arg2[1] += (stackPadding1 - camera->lookAt.y) * 1; + stackPadding0 = player->pos.x + sp5C.x; + stackPadding1 = player->pos.y + sp5C.y; + stackPadding2 = player->pos.z + sp5C.z; + arg2.x += (stackPadding0 - camera->lookAt.x) * 1; + arg2.y += (stackPadding1 - camera->lookAt.y) * 1; + arg2.z += (stackPadding2 - camera->lookAt.z) * 1; mtxf_translate_vec3f_mat3(sp68, sp74); - stackPadding0 = player->pos.x + sp68[0]; - stackPadding2 = player->pos.z + sp68[2]; - stackPadding1 = sp68[1] + (player->unk_074 + 1.5); + stackPadding0 = player->pos.x + sp68.x; + stackPadding1 = sp68.y + (player->unk_074 + 1.5); + stackPadding2 = player->pos.z + sp68.z; if ((player->unk_0CA & 1) == 1) { - stackPadding1 = sp68[1] + (thing + 10.0f); + stackPadding1 = sp68.y + (thing + 10.0f); } *arg3 = stackPadding0; *arg4 = stackPadding1; @@ -471,33 +471,33 @@ void func_8001D794(Player* player, Camera* camera, Vec3f arg2, f32* arg3, f32* a f32 test2; f32 test3; - sp60[0] = camera->unk_30[0]; - sp60[1] = camera->unk_30[1]; - sp60[2] = camera->unk_30[2] - 6; + sp60.x = camera->unk_30.x; + sp60.y = camera->unk_30.y; + sp60.z = camera->unk_30.z - 6; - sp54[0] = camera->unk_3C[0]; - sp54[1] = camera->unk_3C[1]; - sp54[2] = camera->unk_3C[2]; + sp54.x = camera->unk_3C.x; + sp54.y = camera->unk_3C.y; + sp54.z = camera->unk_3C.z; - arg2[0] = camera->lookAt.x; - arg2[1] = camera->lookAt.y; - arg2[2] = camera->lookAt.z; + arg2.x = camera->lookAt.x; + arg2.y = camera->lookAt.y; + arg2.z = camera->lookAt.z; calculate_orientation_matrix(sp6C, 0, 1, 0, arg6); mtxf_translate_vec3f_mat3(sp54, sp6C); - test1 = player->pos.x + sp54[0]; - test3 = player->pos.z + sp54[2]; - test2 = player->pos.y + sp54[1]; - arg2[0] += (test1 - camera->lookAt.x) * 1; - arg2[1] += (test2 - camera->lookAt.y) * 1; - arg2[2] += (test3 - camera->lookAt.z) * 1; + test1 = player->pos.x + sp54.x; + test2 = player->pos.y + sp54.y; + test3 = player->pos.z + sp54.z; + arg2.x += (test1 - camera->lookAt.x) * 1; + arg2.y += (test2 - camera->lookAt.y) * 1; + arg2.z += (test3 - camera->lookAt.z) * 1; mtxf_translate_vec3f_mat3(sp60, sp6C); - test1 = player->pos.x + sp60[0]; - test3 = player->pos.z + sp60[2]; - test2 = player->pos.y + sp60[1]; + test1 = player->pos.x + sp60.x; + test2 = player->pos.y + sp60.y; + test3 = player->pos.z + sp60.z; *arg3 = camera->pos.x + ((test1 - camera->pos.x) * 1); *arg4 = camera->pos.y + ((test2 - camera->pos.y) * 1); *arg5 = camera->pos.z + ((test3 - camera->pos.z) * 1); @@ -579,43 +579,43 @@ void func_8001D944(Player* player, Camera* camera, Vec3f arg2, f32* arg3, f32* a move_f32_towards(&D_80164A90[index], 0, 0.02f); move_f32_towards(&D_80164AA0[index], 0, 0.02f); } - sp90[0] = camera->unk_30[0]; - sp90[1] = - camera->unk_30[1] + (player->unk_DB4.unk1E * 0.85) - D_80164A48[index] + D_80164AA0[index] + (temp_f12 / 2); - sp90[2] = camera->unk_30[2] + temp_f0 + D_80164A38[index] + D_80164AA0[index]; - sp84[0] = camera->unk_3C[0]; - sp84[1] = camera->unk_3C[1] + (player->unk_DB4.unk1E * 0.85) + temp_f12; - sp84[2] = camera->unk_3C[2] + temp_f0 - D_80164A90[index]; - arg2[0] = camera->lookAt.x; - arg2[1] = camera->lookAt.y; - arg2[2] = camera->lookAt.z; + sp90.x = camera->unk_30.x; + sp90.y = + camera->unk_30.y + (player->unk_DB4.unk1E * 0.85) - D_80164A48[index] + D_80164AA0[index] + (temp_f12 / 2); + sp90.z = camera->unk_30.z + temp_f0 + D_80164A38[index] + D_80164AA0[index]; + sp84.x = camera->unk_3C.x; + sp84.y = camera->unk_3C.y + (player->unk_DB4.unk1E * 0.85) + temp_f12; + sp84.z = camera->unk_3C.z + temp_f0 - D_80164A90[index]; + arg2.x = camera->lookAt.x; + arg2.y = camera->lookAt.y; + arg2.z = camera->lookAt.z; if ((player->effects & 0x01000000) == 0x01000000) { - sp84[2] /= 3.0f; + sp84.z /= 3.0f; } calculate_orientation_matrix(sp9C, 0, 1, 0, arg7); mtxf_translate_vec3f_mat3(sp84, sp9C); - x = player->pos.x + sp84[0]; - z = player->pos.z + sp84[2]; - y = player->pos.y + sp84[1]; + x = player->pos.x + sp84.x; + y = player->pos.y + sp84.y; + z = player->pos.z + sp84.z; - arg2[0] += (x - camera->lookAt.x) * D_80164A78[index]; - arg2[2] += ((z - camera->lookAt.z) * D_80164A78[index]); + arg2.x += (x - camera->lookAt.x) * D_80164A78[index]; + arg2.z += ((z - camera->lookAt.z) * D_80164A78[index]); if ((((player->unk_094 / 18) * 216) <= 5.0f) && ((player->effects & 2) == 2)) { - arg2[1] += ((y - camera->lookAt.y) * 0.02); + arg2.y += ((y - camera->lookAt.y) * 0.02); } else { - arg2[1] += ((y - camera->lookAt.y) * 0.5); + arg2.y += ((y - camera->lookAt.y) * 0.5); } mtxf_translate_vec3f_mat3(sp90, sp9C); - x = player->pos.x + sp90[0]; - z = player->pos.z + sp90[2]; + x = player->pos.x + sp90.x; + z = player->pos.z + sp90.z; if ((player->effects & 0x01000000) != 0x01000000) { - var_f0 = player->pos.y + sp90[1]; + var_f0 = player->pos.y + sp90.y; // permute y = var_f0; } else { - y = player->unk_074 + player->boundingBoxSize + sp90[1]; + y = player->unk_074 + player->boundingBoxSize + sp90.y; } *arg3 = camera->pos.x + ((x - camera->pos.x) * D_80164A78[index]); @@ -654,33 +654,33 @@ void func_8001E0C4(Camera* camera, Player* player, s8 arg2) { } else { var_a2 = (player->unk_078 / 3) + 0x87; } - adjust_angle(&camera->unk_2C, player->rotation[1], var_a2); + adjust_angle(&camera->unk_2C, player->rotation.y, var_a2); func_8001CA78(player, camera, sp60, &sp74, &sp70, &sp6C, camera->unk_2C, arg2); camera->someBitFlags &= ~0x0004; temp_t7 = check_bounding_collision(&camera->collision, test, sp74, sp70, sp6C); - if (camera->collision.surfaceDistance[2] < 0.0f) { - sp74 += -camera->collision.orientationVector[0] * camera->collision.surfaceDistance[2] * 1; - sp70 += -camera->collision.orientationVector[1] * camera->collision.surfaceDistance[2] * 0.5; - sp6C += -camera->collision.orientationVector[2] * camera->collision.surfaceDistance[2] * 1; + if (camera->collision.surfaceDistance.z < 0.0f) { + sp74 += -camera->collision.orientationVector.x * camera->collision.surfaceDistance.z * 1; + sp70 += -camera->collision.orientationVector.y * camera->collision.surfaceDistance.z * 0.5; + sp6C += -camera->collision.orientationVector.z * camera->collision.surfaceDistance.z * 1; } - if (camera->collision.surfaceDistance[0] < 0.0f) { + if (camera->collision.surfaceDistance.x < 0.0f) { camera->someBitFlags = camera->someBitFlags | 4 | 2; - sp74 += -camera->collision.unk48[0] * camera->collision.surfaceDistance[0] * 1.5; - sp70 += -camera->collision.unk48[1] * camera->collision.surfaceDistance[0] * 1; - sp6C += -camera->collision.unk48[2] * camera->collision.surfaceDistance[0] * 1.5; + sp74 += -camera->collision.unk48.x * camera->collision.surfaceDistance.x * 1.5; + sp70 += -camera->collision.unk48.y * camera->collision.surfaceDistance.x * 1; + sp6C += -camera->collision.unk48.z * camera->collision.surfaceDistance.x * 1.5; } - if (camera->collision.surfaceDistance[1] < 0.0f) { + if (camera->collision.surfaceDistance.y < 0.0f) { camera->someBitFlags = camera->someBitFlags | 4 | 2; - sp74 += -camera->collision.unk54[0] * camera->collision.surfaceDistance[1] * 1.5; - sp70 += -camera->collision.unk54[1] * camera->collision.surfaceDistance[1] * 1; - sp6C += -camera->collision.unk54[2] * camera->collision.surfaceDistance[1] * 1.5; + sp74 += -camera->collision.unk54.x * camera->collision.surfaceDistance.y * 1.5; + sp70 += -camera->collision.unk54.y * camera->collision.surfaceDistance.y * 1; + sp6C += -camera->collision.unk54.z * camera->collision.surfaceDistance.y * 1.5; } if ((temp_t7 == 0) && ((camera->someBitFlags & 2) != 2)) { camera->unk_AC = camera->unk_2C; } - camera->lookAt.x = sp60[0]; - camera->lookAt.y = sp60[1]; - camera->lookAt.z = sp60[2]; + camera->lookAt.x = sp60.x; + camera->lookAt.y = sp60.y; + camera->lookAt.z = sp60.z; camera->pos.x = sp74; camera->pos.y = sp70; camera->pos.z = sp6C; @@ -734,7 +734,7 @@ void func_8001E45C(Camera* camera, Player* player, s8 arg2) { } } else { move_s16_towards(&camera->unk_B0, 0, 0.05f); - var_a3 = ((s16) camera->unk_2C / 182) - ((s16) player->rotation[1] / 182); + var_a3 = ((s16) camera->unk_2C / 182) - ((s16) player->rotation.y / 182); if (player->unk_078 == 0) { if ((player->effects & 0x20) == 0x20) { var_a3 = 0x02D8; @@ -756,11 +756,11 @@ void func_8001E45C(Camera* camera, Player* player, s8 arg2) { if (((player->effects & 0x80) == 0x80) || ((player->effects & 0x40) == 0x40) || ((player->effects & 0x4000) == 0x4000) || ((player->effects & 0x80000) == 0x80000) || ((player->effects & 0x800000) == 0x800000) || (((player->effects & 0x20) == 0x20) && (player->unk_078 != 0)) || - (player->collision.surfaceDistance[0] <= 0.0f) || (player->collision.surfaceDistance[1] <= 0.0f) || + (player->collision.surfaceDistance.x <= 0.0f) || (player->collision.surfaceDistance.y <= 0.0f) || ((player->effects & 0x20000) == 0x20000)) { func_8001CCEC(player, camera, sp64, &sp84, &sp80, &sp7C, &sp58, (s32) camera->unk_2C, (s32) arg2); } else { - adjust_angle(&camera->unk_2C, (s16) (player->rotation[1] + camera->unk_B0), var_a3); + adjust_angle(&camera->unk_2C, (s16) (player->rotation.y + camera->unk_B0), var_a3); func_8001CCEC(player, camera, sp64, &sp84, &sp80, &sp7C, &sp58, (s32) camera->unk_2C, (s32) arg2); } temp = 3; @@ -771,9 +771,9 @@ void func_8001E45C(Camera* camera, Player* player, s8 arg2) { camera->pos.y = sp80; camera->pos.z = sp7C; - camera->lookAt.x = sp64[0]; - camera->lookAt.y = sp64[1]; - camera->lookAt.z = sp64[2]; + camera->lookAt.x = sp64.x; + camera->lookAt.y = sp64.y; + camera->lookAt.z = sp64.z; temp_f12 = camera->lookAt.x - camera->pos.x; sp90 = camera->lookAt.y - camera->pos.y; @@ -798,12 +798,12 @@ void func_8001E8E8(Camera* camera, Player* player, s8 arg2) { UNUSED f32 pad4[10]; camera->unk_B0 = 0; - camera->unk_2C = player->rotation[1]; - func_8001D53C(player, camera, sp5C, &sp7C, &sp78, &sp74, (s16) (s32) player->rotation[1], (s16) (s32) arg2); + camera->unk_2C = player->rotation.y; + func_8001D53C(player, camera, sp5C, &sp7C, &sp78, &sp74, (s16) (s32) player->rotation.y, (s16) (s32) arg2); check_bounding_collision(&camera->collision, 5.0f, sp7C, sp78, sp74); - camera->lookAt.x = sp5C[0]; - camera->lookAt.y = sp5C[1]; - camera->lookAt.z = sp5C[2]; + camera->lookAt.x = sp5C.x; + camera->lookAt.y = sp5C.y; + camera->lookAt.z = sp5C.z; camera->pos.x = sp7C; camera->pos.y = sp78; camera->pos.z = sp74; @@ -857,7 +857,7 @@ void func_8001EA0C(Camera* camera, Player* player, s8 arg2) { } } else { move_s16_towards(&camera->unk_B0, 0, 0.05f); - var_a3 = ((s16) camera->unk_2C / 182) - ((s16) player->rotation[1] / 182); + var_a3 = ((s16) camera->unk_2C / 182) - ((s16) player->rotation.y / 182); if (player->unk_078 == 0) { if ((player->effects & 0x20) == 0x20) { var_a3 = 0x02D8; @@ -879,11 +879,11 @@ void func_8001EA0C(Camera* camera, Player* player, s8 arg2) { if (((player->effects & 0x80) == 0x80) || ((player->effects & 0x40) == 0x40) || ((player->effects & 0x4000) == 0x4000) || ((player->effects & 0x80000) == 0x80000) || ((player->effects & 0x800000) == 0x800000) || (((player->effects & 0x20) == 0x20) && (player->unk_078 != 0)) || - (player->collision.surfaceDistance[0] <= 0.0f) || (player->collision.surfaceDistance[1] <= 0.0f) || + (player->collision.surfaceDistance.x <= 0.0f) || (player->collision.surfaceDistance.y <= 0.0f) || ((player->effects & 0x20000) == 0x20000)) { func_8001D944(player, camera, sp64, &sp84, &sp80, &sp7C, &sp58, (s32) camera->unk_2C, (s32) arg2); } else { - adjust_angle(&camera->unk_2C, (s16) (player->rotation[1] + camera->unk_B0), var_a3); + adjust_angle(&camera->unk_2C, (s16) (player->rotation.y + camera->unk_B0), var_a3); func_8001D944(player, camera, sp64, &sp84, &sp80, &sp7C, &sp58, (s32) camera->unk_2C, (s32) arg2); } temp = 3; @@ -894,9 +894,9 @@ void func_8001EA0C(Camera* camera, Player* player, s8 arg2) { camera->pos.y = sp80; camera->pos.z = sp7C; - camera->lookAt.x = sp64[0]; - camera->lookAt.y = sp64[1]; - camera->lookAt.z = sp64[2]; + camera->lookAt.x = sp64.x; + camera->lookAt.y = sp64.y; + camera->lookAt.z = sp64.z; temp_f12 = camera->lookAt.x - camera->pos.x; sp90 = camera->lookAt.y - camera->pos.y; @@ -1160,8 +1160,8 @@ void func_8001F87C(s32 cameraId) { if ((playerIndex == 7) && (D_80164A2C == 0x0000003C)) { D_80164A28 = 2; D_80152300[id] = 1; - cameras[id].rot.y = gPlayerOne[playerIndex].rotation[1]; - cameras[id].unk_2C = gPlayerOne[playerIndex].rotation[1]; + cameras[id].rot.y = gPlayerOne[playerIndex].rotation.y; + cameras[id].unk_2C = gPlayerOne[playerIndex].rotation.y; } } }