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Identify some stuff in the Camera struct (#238)
Make a header file for all the camera stuff, refresh a lot of mips_to_c output Signed-off-by: Taggerung <tyler.taggerung@gmail.com>
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#ifndef CAMERA_H
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#define CAMERA_H
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#include "common_structs.h"
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typedef struct {
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/* 0x00 */ Vec3f pos;
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/* 0x0C */ Vec3f lookAt;
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// This is expected to be a normalized vector, indicates what direction is "up" for the camera
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/* 0x18 */ Vec3f up;
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// I think these are the "nautical angles" between pos and lookAt
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// rot[0] = pitch, rot[1] = yaw, rot[2] = roll?
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/* 0x24 */ Vec3s rot;
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/* 0x2A */ s16 rotZ;
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/* 0x2C */ s16 unk_2C;
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/* 0x2E */ s16 unk_2E;
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/* 0x30 */ Vec3f unk_30;
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/* 0x3C */ Vec3f unk_3C;
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/* 0x48 */ s32 unk_48;
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/* 0x4C */ s32 unk_4C;
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/* 0x50 */ s32 unk_50;
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/* 0x54 */ UnkActorInner unk_54;
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// When you hit a wall (or another driver) the camera's pos and lookAt bounce up and down. This is the velocity(?) of that bouncing
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/* 0x94 */ f32 unk_94;
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/* 0x98 */ s16 unk_98;
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/* 0x9A */ s16 unk_9A;
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// Timer for wall-hit bounce. Counts up instead of down
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/* 0x9C */ s16 unk_9C;
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/* 0x9E */ s16 pad_9E;
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/* 0xA0 */ f32 unk_A0;
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/* 0xA4 */ s32 unk_A4;
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/* 0xA8 */ s32 unk_A8;
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/* 0xAC */ s16 unk_AC;
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// Id of the player the camera is following.
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/* 0xAE */ s16 playerId;
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// Seems related to camera movement during drifting
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/* 0xB0 */ s16 unk_B0;
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/* 0xB2 */ s16 unk_B2;
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/* 0xB4 */ f32 unk_B4;
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} Camera; /* size = 0xB8 */
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void func_8001CA10(Camera*);
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void func_8001CA24(Player*, f32);
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extern Camera cameras[];
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extern Camera *camera1;
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extern Camera *camera2;
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extern Camera *camera3;
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extern Camera *camera4;
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extern Player *gPlayerTwo;
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extern Player *gPlayerThree;
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extern Player *gPlayerFour;
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#endif
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