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Macros: PLAYER -> GET_PLAYER(globalCtx) and ACTIVE_CAM -> GET_ACTIVE_CAM(globalCtx) (#283)
* PLAYER -> GET_PLAYER(globalCtx), ACTIVE_CAM -> GET_ACTIVE_CAM(globalCtx) * formatter * PR Suggestions * `FIRST_ENEMY` -> `GET_FIRST_ENEMY(globalCtx)` * Fix merge conflicts
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@@ -444,7 +444,7 @@ void Quake2_Update(void) {
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Player* player;
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GlobalContext* globalCtx = sQuake2Context.globalCtx;
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PosRot playerPosRot;
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Camera* camera = globalCtx->cameraPtrs[globalCtx->activeCamera];
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Camera* camera = GET_ACTIVE_CAM(globalCtx);
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f32 speedRatio = CLAMP_MAX(camera->speedRatio, 1.0f);
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if (sQuake2Context.type != 0) {
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@@ -605,7 +605,7 @@ void Quake2_Update(void) {
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angle1 = 0x3F0;
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angle2 = 0x156;
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sQuake2Context.countdown = 2;
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player = PLAYER;
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player = GET_PLAYER(globalCtx);
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if (&player->actor != NULL) {
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func_800B8248(&playerPosRot, player);
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@@ -654,7 +654,7 @@ void Quake2_Update(void) {
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angle1 = 0x3F0;
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angle2 = 0x156;
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sQuake2Context.countdown = 2;
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player = PLAYER;
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player = GET_PLAYER(globalCtx);
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angle1Speed = 359.2f;
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angle2Speed = -18.5f;
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rotX = 0.0f;
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