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Code_800E8EA0 Docs (#832)
* Start * Add notes from OOT * D_801D0D50 -> gDbgCamEnabled * Rotation Functions * Text function * RotateBack -> RotateForward * Flags functions * Document rotation func returns * Remove comment from play * Rename play function, add notes about Flags, add notes about focus * Update notes a little * Update src/code/code_800E8EA0.c Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> * Fix apostrophes * Bring over OoT changes * TurnTo -> Track in SubS systesm * format and remove OoT specific comment * Remove old comments * namefixer Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
This commit is contained in:
+97
-56
@@ -1,107 +1,148 @@
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#include "global.h"
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void func_800E8EA0(GlobalContext* globalCtx, Actor* actor, u16 textId) {
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void Actor_ContinueText(GlobalContext* globalCtx, Actor* actor, u16 textId) {
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func_80151938(globalCtx, textId);
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actor->textId = textId;
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}
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s32 nop_800E8ED0(UNK_TYPE4 param_1) {
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return 0;
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/**
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* EventCheckInf does not exist, so this always returns false
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*/
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s32 Flags_GetEventChkInf(s32 flag) {
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return false;
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}
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void nop_800E8EE0(UNK_TYPE4 param_1) {
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/**
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* EventCheckInf does not exist, so this does nothing
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*/
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void Flags_SetEventChkInf(s32 flag) {
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}
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s32 nop_800E8EEC(UNK_TYPE4 param_1) {
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return 0;
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/**
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* InfTable does not exist, so this always returns false
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*/
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s32 Flags_GetInfTable(s32 flag) {
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return false;
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}
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void nop_800E8EFC(UNK_TYPE4 param_1) {
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/**
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* InfTable does not exist, so this does nothing
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*/
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void Flags_SetInfTable(s32 flag) {
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}
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s32 func_800E8F08(Vec3s* param_1, Vec3s* param_2) {
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Math_SmoothStepToS(¶m_1->y, 0, 6, 6200, 100);
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Math_SmoothStepToS(¶m_1->x, 0, 6, 6200, 100);
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Math_SmoothStepToS(¶m_2->y, 0, 6, 6200, 100);
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Math_SmoothStepToS(¶m_2->x, 0, 6, 6200, 100);
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return 1;
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s32 Actor_TrackNone(Vec3s* headRot, Vec3s* torsoRot) {
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Math_SmoothStepToS(&headRot->y, 0, 6, 0x1838, 0x64);
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Math_SmoothStepToS(&headRot->x, 0, 6, 0x1838, 0x64);
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Math_SmoothStepToS(&torsoRot->y, 0, 6, 0x1838, 0x64);
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Math_SmoothStepToS(&torsoRot->x, 0, 6, 0x1838, 0x64);
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return true;
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}
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s32 func_800E8FA4(Actor* actor, Vec3f* param_2, Vec3s* param_3, Vec3s* param_4) {
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s32 Actor_TrackPoint(Actor* actor, Vec3f* target, Vec3s* headRot, Vec3s* torsoRot) {
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s16 targetPitch;
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s16 targetYaw;
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s16 yawDiffFromTarget;
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s16 yawDiff;
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targetPitch = Math_Vec3f_Pitch(&actor->focus.pos, param_2);
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targetYaw = Math_Vec3f_Yaw(&actor->focus.pos, param_2) - actor->world.rot.y;
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targetPitch = Math_Vec3f_Pitch(&actor->focus.pos, target);
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targetYaw = Math_Vec3f_Yaw(&actor->focus.pos, target) - actor->world.rot.y;
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Math_SmoothStepToS(¶m_3->x, targetPitch, 6, 2000, 1);
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param_3->x = CLAMP(param_3->x, -6000, 6000);
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Math_SmoothStepToS(&headRot->x, targetPitch, 6, 0x7D0, 1);
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headRot->x = CLAMP(headRot->x, -0x1770, 0x1770);
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yawDiffFromTarget = Math_SmoothStepToS(¶m_3->y, targetYaw, 6, 2000, 1);
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param_3->y = CLAMP(param_3->y, -8000, 8000);
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yawDiff = Math_SmoothStepToS(&headRot->y, targetYaw, 6, 0x7D0, 1);
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headRot->y = CLAMP(headRot->y, -0x1F40, 0x1F40);
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if (yawDiffFromTarget != 0) {
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if (ABS_ALT(param_3->y) < 8000) {
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return 0;
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}
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if ((yawDiff != 0) && (ABS_ALT(headRot->y) < 0x1F40)) {
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return false;
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}
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Math_SmoothStepToS(¶m_4->y, targetYaw - param_3->y, 4, 2000, 1);
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param_4->y = CLAMP(param_4->y, -12000, 12000);
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Math_SmoothStepToS(&torsoRot->y, targetYaw - headRot->y, 4, 0x7D0, 1);
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torsoRot->y = CLAMP(torsoRot->y, -0x2EE0, 0x2EE0);
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return 1;
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return true;
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}
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s32 func_800E9138(GlobalContext* globalCtx, Actor* actor, Vec3s* param_3, Vec3s* param_4, f32 param_5) {
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/**
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* Same as Actor_TrackPlayer, except use the actor's world position as the focus point, with the height
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* specified.
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*
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* @param play
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* @param actor
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* @param headRot the computed actor's head's rotation step
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* @param torsoRot the computed actor's torso's rotation step
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* @param focusHeight the height of the focus point relative to their world position
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*
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* @return true if rotated towards player, false if rotations were stepped back to zero.
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*
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* @note same note as Actor_TrackPlayer
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*/
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s32 Actor_TrackPlayerSetFocusHeight(GlobalContext* globalCtx, Actor* actor, Vec3s* headRot, Vec3s* torsoRot,
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f32 focusHeight) {
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Player* player = GET_PLAYER(globalCtx);
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s16 sVar3;
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Vec3f local_14;
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s16 yaw;
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Vec3f target;
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actor->focus.pos = actor->world.pos;
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actor->focus.pos.y += param_5;
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actor->focus.pos.y += focusHeight;
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if (((globalCtx->csCtx).state == 0) && (D_801D0D50 == 0)) {
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sVar3 = ABS_ALT(BINANG_SUB(actor->yawTowardsPlayer, actor->shape.rot.y));
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if (sVar3 >= 0x4300) {
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func_800E8F08(param_3, param_4);
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return 0;
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if (!((globalCtx->csCtx.state != 0) || gDbgCamEnabled)) {
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yaw = ABS_ALT(BINANG_SUB(actor->yawTowardsPlayer, actor->shape.rot.y));
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if (yaw >= 0x4300) {
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Actor_TrackNone(headRot, torsoRot);
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return false;
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}
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}
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if (((globalCtx->csCtx).state != 0) || (D_801D0D50 != 0)) {
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local_14 = globalCtx->view.eye;
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if ((globalCtx->csCtx.state != 0) || gDbgCamEnabled) {
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target = globalCtx->view.eye;
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} else {
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local_14 = player->actor.focus.pos;
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target = player->actor.focus.pos;
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}
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func_800E8FA4(actor, &local_14, param_3, param_4);
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Actor_TrackPoint(actor, &target, headRot, torsoRot);
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return 1;
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return true;
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}
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s32 func_800E9250(GlobalContext* globalCtx, Actor* actor, Vec3s* param_3, Vec3s* param_4, Vec3f param_5) {
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/**
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* Computes the necessary HeadRot and TorsoRot steps to be added to the normal rotation to smoothly turn an actors's
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* head and torso towards the player if within a certain yaw, else smoothly returns the rotations back to zero.
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* Also sets the focus position with the specified point.
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*
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* @param play
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* @param actor
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* @param headRot the computed actor's head's rotation step
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* @param torsoRot the computed actor's torso's rotation step
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* @param focusPos the point to set as the actor's focus position
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*
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* @return true if rotated towards player, false if rotations were stepped back to zero.
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*
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* @note if in a cutscene or debug camera is enabled, the computed rotation will instead turn towards the view eye no
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* matter the yaw.
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*/
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s32 Actor_TrackPlayer(GlobalContext* globalCtx, Actor* actor, Vec3s* headRot, Vec3s* torsoRot, Vec3f focusPos) {
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Player* player = GET_PLAYER(globalCtx);
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s16 sVar3;
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Vec3f local_14;
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s16 yaw;
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Vec3f target;
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actor->focus.pos = param_5;
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actor->focus.pos = focusPos;
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if (((globalCtx->csCtx).state == 0) && (D_801D0D50 == 0)) {
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sVar3 = ABS_ALT(BINANG_SUB(actor->yawTowardsPlayer, actor->shape.rot.y));
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if (sVar3 >= 0x4300) {
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func_800E8F08(param_3, param_4);
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return 0;
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if (!((globalCtx->csCtx.state != 0) || gDbgCamEnabled)) {
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yaw = ABS_ALT(BINANG_SUB(actor->yawTowardsPlayer, actor->shape.rot.y));
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if (yaw >= 0x4300) {
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Actor_TrackNone(headRot, torsoRot);
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return false;
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}
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}
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if (((globalCtx->csCtx).state != 0) || (D_801D0D50 != 0)) {
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local_14 = globalCtx->view.eye;
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if ((globalCtx->csCtx.state != 0) || gDbgCamEnabled) {
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target = globalCtx->view.eye;
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} else {
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local_14 = player->actor.focus.pos;
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target = player->actor.focus.pos;
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}
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func_800E8FA4(actor, &local_14, param_3, param_4);
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Actor_TrackPoint(actor, &target, headRot, torsoRot);
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return 1;
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return true;
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}
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+1
-1
@@ -4281,7 +4281,7 @@ s16 func_800BDB6C(Actor* actor, GlobalContext* globalCtx, s16 arg2, f32 arg3) {
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Player* player = GET_PLAYER(globalCtx);
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f32 phi_f2;
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if ((globalCtx->csCtx.state != 0) || (D_801D0D50 != 0)) {
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if ((globalCtx->csCtx.state != 0) || gDbgCamEnabled) {
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phi_f2 = Math_Vec3f_DistXYZ(&actor->world.pos, &globalCtx->view.eye) * 0.25f;
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} else {
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phi_f2 = Math_Vec3f_DistXYZ(&actor->world.pos, &player->actor.world.pos);
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+1
-1
@@ -917,7 +917,7 @@ s32 Cutscene_Command_Camera(GlobalContext* globalCtx, u8* cmd) {
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bcopy(cmd, &sp1C, sizeof(s32));
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cmd += sizeof(s32);
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if (func_8016A168() == 0) {
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if (!Play_IsDebugCamEnabled()) {
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func_80161998(cmd, &sCutsceneCameraInfo);
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}
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return sp1C + sizeof(s32);
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+2
-4
@@ -309,10 +309,8 @@ s32 Play_IsUnderwater(GlobalContext* globalCtx, Vec3f* pos) {
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}
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}
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// z_demo and EnTest4
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// This data appears to be a boolean. It is only set by Play_Init.
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s32 func_8016A168(void) {
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return D_801D0D50;
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s32 Play_IsDebugCamEnabled(void) {
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return gDbgCamEnabled;
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}
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// A mapping from playerActorCsIds to sGlobalCamDataSettings indices.
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+24
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@@ -1010,7 +1010,7 @@ void SubS_DrawShadowTex(Actor* actor, GameState* gameState, u8* tex) {
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* @param[in] stepMin the minimun step in degrees
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* @param[in] stepMax the maximum step in degrees
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*/
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s16 SubS_ComputeTurnToPointRot(s16* rot, s16 rotMax, s16 target, f32 slowness, f32 stepMin, f32 stepMax) {
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s16 SubS_ComputeTrackPointRot(s16* rot, s16 rotMax, s16 target, f32 slowness, f32 stepMin, f32 stepMax) {
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s16 prevRot = *rot;
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f32 step;
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f32 prevRotStep;
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@@ -1046,42 +1046,42 @@ s16 SubS_ComputeTurnToPointRot(s16* rot, s16 rotMax, s16 target, f32 slowness, f
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/**
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* Computes the necessary HeadRot and TorsoRot to smoothly turn an actors's head and torso to a point
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*
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* @param[in] point the point to turn to
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* @param[in] target the point to turn to
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* @param[in] focusPos the actor's focus postion
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* @param[in] shapeRot the actor's shape rotation
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* @param[in,out] turnTarget the intermediate target step that headRot and torsoRot step towards
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* @param[in,out] trackTarget the intermediate target step that headRot and torsoRot step towards
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* @param[in,out] headRot the computed head rotation
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* @param[in,out] torsoRot the computed torso rotation
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* @param[in] options various options to adjust how the actor turns, see SubS_ComputeTurnToPointRot()
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* @param[in] options various options to adjust how the actor turns, see SubS_ComputeTrackPointRot()
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*/
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s32 SubS_TurnToPoint(Vec3f* point, Vec3f* focusPos, Vec3s* shapeRot, Vec3s* turnTarget, Vec3s* headRot, Vec3s* torsoRot,
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TurnOptionsSet* options) {
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s32 SubS_TrackPoint(Vec3f* target, Vec3f* focusPos, Vec3s* shapeRot, Vec3s* trackTarget, Vec3s* headRot,
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Vec3s* torsoRot, TrackOptionsSet* options) {
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s16 pitch;
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s16 yaw;
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s16 pad;
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s16 targetY;
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f32 diffX = point->x - focusPos->x;
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f32 diffX = target->x - focusPos->x;
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s16 targetX;
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f32 diffZ = point->z - focusPos->z;
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f32 diffZ = target->z - focusPos->z;
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yaw = Math_FAtan2F(diffZ, diffX);
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pitch = Math_FAtan2F(sqrtf(SQ(diffX) + SQ(diffZ)), point->y - focusPos->y);
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Math_SmoothStepToS(&turnTarget->x, pitch, 4, 0x2710, 0);
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Math_SmoothStepToS(&turnTarget->y, yaw, 4, 0x2710, 0);
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pitch = Math_FAtan2F(sqrtf(SQ(diffX) + SQ(diffZ)), target->y - focusPos->y);
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Math_SmoothStepToS(&trackTarget->x, pitch, 4, 0x2710, 0);
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Math_SmoothStepToS(&trackTarget->y, yaw, 4, 0x2710, 0);
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targetX =
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SubS_ComputeTurnToPointRot(&headRot->x, options->headRotX.rotMax, turnTarget->x, options->headRotX.slowness,
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options->headRotX.rotStepMin, options->headRotX.rotStepMax);
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SubS_ComputeTrackPointRot(&headRot->x, options->headRotX.rotMax, trackTarget->x, options->headRotX.slowness,
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options->headRotX.rotStepMin, options->headRotX.rotStepMax);
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//! @bug: torsoRotX uses headRotX slowness
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SubS_ComputeTurnToPointRot(&torsoRot->x, options->torsoRotX.rotMax, targetX, options->headRotX.slowness,
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options->torsoRotX.rotStepMin, options->torsoRotX.rotStepMax);
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SubS_ComputeTrackPointRot(&torsoRot->x, options->torsoRotX.rotMax, targetX, options->headRotX.slowness,
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options->torsoRotX.rotStepMin, options->torsoRotX.rotStepMax);
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targetY = turnTarget->y - shapeRot->y;
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SubS_ComputeTurnToPointRot(&headRot->y, options->headRotY.rotMax, targetY - torsoRot->y, options->headRotY.slowness,
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options->headRotY.rotStepMin, options->headRotY.rotStepMax);
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SubS_ComputeTurnToPointRot(&torsoRot->y, options->torsoRotY.rotMax, targetY - headRot->y,
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options->torsoRotY.slowness, options->torsoRotY.rotStepMin,
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options->torsoRotY.rotStepMax);
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targetY = trackTarget->y - shapeRot->y;
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SubS_ComputeTrackPointRot(&headRot->y, options->headRotY.rotMax, targetY - torsoRot->y, options->headRotY.slowness,
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options->headRotY.rotStepMin, options->headRotY.rotStepMax);
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SubS_ComputeTrackPointRot(&torsoRot->y, options->torsoRotY.rotMax, targetY - headRot->y,
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options->torsoRotY.slowness, options->torsoRotY.rotStepMin,
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options->torsoRotY.rotStepMax);
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return true;
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}
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@@ -1438,7 +1438,6 @@ s32 SubS_FillCutscenesList(Actor* actor, s16 cutscenes[], s16 numCutscenes) {
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* @param[out] plane the computed plane
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*
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* @note the unit input vector is expected to already be normalized (only uses are with the z unit vector)
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*
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*/
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void SubS_ConstructPlane(Vec3f* point, Vec3f* unitVec, Vec3s* rot, Plane* plane) {
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f32 sin;
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@@ -1561,9 +1560,9 @@ s32 func_8013E8F8(Actor* actor, GlobalContext* globalCtx, f32 xzRange, f32 yRang
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* @param[in] torsoZRotStepMax the max torso's Z rotation step
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* @param[in] torsoXRotStepMax the max torso's X rotation step
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*/
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s32 SubS_TurnToPointStep(Vec3f* worldPos, Vec3f* focusPos, s16 shapeYRot, Vec3f* yawTarget, Vec3f* pitchTarget,
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s16* headZRotStep, s16* headXRotStep, s16* torsoZRotStep, s16* torsoXRotStep,
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u16 headZRotStepMax, u16 headXRotStepMax, u16 torsoZRotStepMax, u16 torsoXRotStepMax) {
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s32 SubS_TrackPointStep(Vec3f* worldPos, Vec3f* focusPos, s16 shapeYRot, Vec3f* yawTarget, Vec3f* pitchTarget,
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s16* headZRotStep, s16* headXRotStep, s16* torsoZRotStep, s16* torsoXRotStep,
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u16 headZRotStepMax, u16 headXRotStepMax, u16 torsoZRotStepMax, u16 torsoXRotStepMax) {
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s16 yaw = Math_Vec3f_Yaw(worldPos, yawTarget) - shapeYRot;
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s16 pad;
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s16 pad2;
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