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Add notes from a couple bugs (#778)
* Update render_player.c * Document broken shell firing condition in actors_extended.c Add comment explaining broken shell firing condition.
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@@ -427,6 +427,12 @@ void update_actor_triple_shell(TripleShellParent* parent, s16 shellType) {
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if (parent->unk_08 > 0.0f) {
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if (parent->shellIndices[0] > 0.0f) {
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shell = (struct ShellActor*) &gActorList[(s16) parent->shellIndices[0]];
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/**
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* This condition is broken and always evaluates to true.
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* If you fix the condition, when you fire a shell it continues being held by the player
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* until the shell is in-front of the player. This allows the shell to always shoot in a foward direction instead of straying sideways.
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* when fired at the wrong time
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*/
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if ((shell->rotAngle < DEGREES(5)) || (shell->rotAngle > -DEGREES(5))) {
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someVelocity[0] = 0;
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someVelocity[1] = 0;
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@@ -1155,6 +1155,8 @@ void render_light_environment_on_player(Player* player, s8 playerIndex) {
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((gNearestPathPointByPlayerId[playerIndex] >= 0x216) && (gNearestPathPointByPlayerId[playerIndex] < 0x21D)) ||
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((gNearestPathPointByPlayerId[playerIndex] >= 0x230) && (gNearestPathPointByPlayerId[playerIndex] < 0x23A)) ||
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((gNearestPathPointByPlayerId[playerIndex] >= 0x24C) && (gNearestPathPointByPlayerId[playerIndex] < 0x256)) ||
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// This is the second last lamp. This condition is bugged and it does not glow on the player.
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// The value 0x228 was probably meant to be 0x25F.
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((gNearestPathPointByPlayerId[playerIndex] >= 0x288) && (gNearestPathPointByPlayerId[playerIndex] < 0x269)) ||
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((gNearestPathPointByPlayerId[playerIndex] >= 0x274) &&
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(gNearestPathPointByPlayerId[playerIndex] < 0x27E))) { // under a lamp
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