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https://github.com/n64decomp/mk64
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document player and cpu (#534)
* document player and cpu * cpu_descisions_branch_item to cpu_decisions_branch_item
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+14
-14
@@ -153,12 +153,12 @@ u16 func_8001FD78(Player *player, f32 posX, UNUSED f32 arg2, f32 posZ) {
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ret = FALSE;
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sp58 = (70.0f * coss(((player->unk_0C0 - player->unk_02C[1]) - 0x71C))) + player->pos[2];
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sp64 = (70.0f * sins(((player->unk_0C0 - player->unk_02C[1]) - 0x71C))) + player->pos[0];
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sp54 = (70.0f * coss(((player->unk_0C0 - player->unk_02C[1]) + 0x71C))) + player->pos[2];
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sp60 = (70.0f * sins(((player->unk_0C0 - player->unk_02C[1]) + 0x71C))) + player->pos[0];
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sp50 = (10.0f * coss(((player->unk_0C0 - player->unk_02C[1]) + 0x1C70))) + player->pos[2];
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sp5c = (10.0f * sins(((player->unk_0C0 - player->unk_02C[1]) + 0x1C70))) + player->pos[0];
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sp58 = (70.0f * coss(((player->unk_0C0 - player->rotation[1]) - 0x71C))) + player->pos[2];
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sp64 = (70.0f * sins(((player->unk_0C0 - player->rotation[1]) - 0x71C))) + player->pos[0];
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sp54 = (70.0f * coss(((player->unk_0C0 - player->rotation[1]) + 0x71C))) + player->pos[2];
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sp60 = (70.0f * sins(((player->unk_0C0 - player->rotation[1]) + 0x71C))) + player->pos[0];
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sp50 = (10.0f * coss(((player->unk_0C0 - player->rotation[1]) + 0x1C70))) + player->pos[2];
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sp5c = (10.0f * sins(((player->unk_0C0 - player->rotation[1]) + 0x1C70))) + player->pos[0];
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temp_f14 = ((sp58 - posZ) * (sp60 - posX)) - ((sp54 - posZ) * (sp64 - posX));
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thing0 = ((sp54 - posZ) * (sp5c - posX)) - ((sp50 - posZ) * (sp60 - posX));
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@@ -1230,8 +1230,8 @@ void render_player_shadow(Player *player, s8 arg1, s8 arg2) {
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UNUSED Vec3f pad2;
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f32 var_f2;
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temp_t9 = (u16)(player->unk_048[arg2] + player->unk_02C[1] + player->unk_0C0) / 128; // << 7) & 0xFFFF;
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spC0 = -player->unk_02C[1] - player->unk_0C0;
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temp_t9 = (u16)(player->unk_048[arg2] + player->rotation[1] + player->unk_0C0) / 128; // << 7) & 0xFFFF;
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spC0 = -player->rotation[1] - player->unk_0C0;
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spB0 = -coss(temp_t9 << 7) * 2;
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spAC = -sins(temp_t9 << 7) * 2;
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@@ -1305,8 +1305,8 @@ void render_player_shadow_credits(Player *player, s8 playerId, s8 arg2) {
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UNUSED Vec3f pad3;
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Vec3f sp94 = { 9.0f, 7.0f, 5.0f };
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temp_t9 = (u16)(player->unk_048[arg2] + player->unk_02C[1] + player->unk_0C0) / 128;
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spC0 = -player->unk_02C[1] - player->unk_0C0;
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temp_t9 = (u16)(player->unk_048[arg2] + player->rotation[1] + player->unk_0C0) / 128;
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spC0 = -player->rotation[1] - player->unk_0C0;
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spB0 = -coss(temp_t9 << 7) * 3;
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spAC = -sins(temp_t9 << 7) * 3;
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@@ -1365,7 +1365,7 @@ void kart_render(Player *player, s8 playerId, s8 arg2, s8 arg3) {
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sp154[0] = player->pos[0] + sp148;
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sp154[2] = player->pos[2] + sp140;
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} else {
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thing = (u16)(player->unk_048[arg2] + player->unk_02C[1] + player->unk_0C0);
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thing = (u16)(player->unk_048[arg2] + player->rotation[1] + player->unk_0C0);
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temp_v1 = player->unk_0CC[arg2] * sins(thing);
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if ((player->effects & 8) == 8) {
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sp14C[0] = cameras[arg2].rot[0] - 0x4000;
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@@ -1496,7 +1496,7 @@ void ghost_render(Player *player, s8 playerId, s8 arg2, s8 arg3) {
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} else {
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spC2 = 0x0070;
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}
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thing = (u16)(player->unk_048[arg2] - player->unk_02C[1]);
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thing = (u16)(player->unk_048[arg2] - player->rotation[1]);
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spD4[0] = (-(s16)(sins(thing) * (0.0f * 0.0f)) * 0.8);
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spD4[1] = player->unk_048[arg2];
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spD4[2] = player->unk_050[arg2];
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@@ -1552,9 +1552,9 @@ void func_80025DE8(Player *player, s8 playerId, s8 arg2, s8 arg3) {
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Vec3f sp9C;
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Vec3s sp94;
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sp9C[0] = player->pos[0] + (sins(-player->unk_02C[1]) * -1.5);
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sp9C[0] = player->pos[0] + (sins(-player->rotation[1]) * -1.5);
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sp9C[1] = ((player->pos[1] - player->boundingBoxSize) + player->unk_108) + 0.1;
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sp9C[2] = player->pos[2] + (coss(-player->unk_02C[1]) * -1.5);
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sp9C[2] = player->pos[2] + (coss(-player->rotation[1]) * -1.5);
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sp94[0] = -0x00B6;
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sp94[1] = player->unk_048[arg2];
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sp94[2] = player->unk_050[arg2];
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