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Misc Cleanup (#1509)
* begin anim R * sTexturesDesegmented * more misc docs * more misc cleanup * small adjustments * oh sneaky * PR Review * adj comment, reads better * missed an enum * this one actor reverses true/false * bool * CARNIVOROUS_LILY
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+2
-2
@@ -2041,10 +2041,10 @@ s32 Camera_Normal1(Camera* camera) {
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spD8.y -= focalActorHeight + roData->unk_00;
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spC4 = Camera_Vec3fMagnitude(&spD8);
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if ((roData->unk_04 + roData->unk_08) < spC4) {
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if (spC4 > (roData->unk_04 + roData->unk_08)) {
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spC4 = 1.0f;
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} else {
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spC4 = spC4 / (roData->unk_04 + roData->unk_08);
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spC4 /= roData->unk_04 + roData->unk_08;
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}
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spD0 = 0.2f;
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@@ -329,7 +329,7 @@ void func_800A640C(EnItem00* this, PlayState* play) {
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if ((this->actor.params <= ITEM00_RUPEE_RED) ||
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((this->actor.params == ITEM00_RECOVERY_HEART) && (this->unk152 < 0)) ||
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(this->actor.params == ITEM00_HEART_PIECE) || (this->actor.params == ITEM00_HEART_CONTAINER)) {
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this->actor.shape.rot.y = this->actor.shape.rot.y + 960;
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this->actor.shape.rot.y += 0x3C0;
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} else if ((this->actor.params >= ITEM00_SHIELD_HERO) && (this->actor.params != ITEM00_DEKU_NUTS_10) &&
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(this->actor.params < ITEM00_BOMBS_0)) {
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if (this->unk152 == -1) {
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@@ -343,7 +343,7 @@ void func_800A640C(EnItem00* this, PlayState* play) {
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Math_SmoothStepToS(&this->actor.world.rot.x, 0, 2, 2500, 500);
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} else if ((this->actor.params == ITEM00_MAP) || (this->actor.params == ITEM00_COMPASS)) {
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this->unk152 = -1;
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this->actor.shape.rot.y = this->actor.shape.rot.y + 960;
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this->actor.shape.rot.y += 0x3C0;
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}
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if ((this->actor.params == ITEM00_HEART_PIECE) || (this->actor.params == ITEM00_HEART_CONTAINER)) {
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@@ -381,7 +381,7 @@ void func_800A6650(EnItem00* this, PlayState* play) {
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Vec3f pos;
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if (this->actor.params <= ITEM00_RUPEE_RED) {
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this->actor.shape.rot.y = this->actor.shape.rot.y + 960;
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this->actor.shape.rot.y += 0x3C0;
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}
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if ((play->gameplayFrames & 1) != 0) {
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@@ -395,7 +395,7 @@ void func_800A6650(EnItem00* this, PlayState* play) {
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if (this->actor.velocity.y > -2.0f) {
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this->actionFunc = func_800A640C;
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} else {
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this->actor.velocity.y = this->actor.velocity.y * -0.8f;
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this->actor.velocity.y *= -0.8f;
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this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND;
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}
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}
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@@ -1430,7 +1430,7 @@ void Item_DropCollectibleRandom(PlayState* play, Actor* fromActor, Vec3f* spawnP
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spawnedActor->actor.world.rot.y = Rand_ZeroOne() * 40000.0f;
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Actor_SetScale(&spawnedActor->actor, 0.0f);
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spawnedActor->actionFunc = func_800A6780;
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spawnedActor->actor.flags = spawnedActor->actor.flags | ACTOR_FLAG_10;
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spawnedActor->actor.flags |= ACTOR_FLAG_10;
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if ((spawnedActor->actor.params != ITEM00_SMALL_KEY) &&
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(spawnedActor->actor.params != ITEM00_HEART_PIECE) &&
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(spawnedActor->actor.params != ITEM00_HEART_CONTAINER)) {
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+1
-1
@@ -690,7 +690,7 @@ void Environment_Init(PlayState* play2, EnvironmentContext* envCtx, s32 arg2) {
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envCtx->lightBlendRateOverride = LIGHT_BLENDRATE_OVERRIDE_NONE;
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R_TIME_SPEED = envCtx->sceneTimeSpeed = 0;
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R_TIME_SPEED = R_TIME_SPEED;
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R_TIME_SPEED = R_TIME_SPEED; // Set to itself
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R_ENV_DISABLE_DBG = false;
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CREG(64) = 0;
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+4
-4
@@ -691,10 +691,10 @@ f32 Math_Vec3f_StepTo(Vec3f* start, Vec3f* target, f32 speed) {
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f0 = Math3D_Vec3fMagnitude(&diff);
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if (speed < f0) {
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f2 = speed / f0;
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f0 = f0 - speed;
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start->x = start->x + f2 * diff.x;
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start->y = start->y + f2 * diff.y;
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start->z = start->z + f2 * diff.z;
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f0 -= speed;
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start->x += f2 * diff.x;
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start->y += f2 * diff.y;
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start->z += f2 * diff.z;
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} else {
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Math_Vec3f_Copy(start, target);
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f0 = 0.0f;
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@@ -2284,7 +2284,7 @@ void Message_Decode(PlayState* play) {
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} else if (curChar == 0x203) {
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msgCtx->unk11F18 = 1;
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msgCtx->choiceNum = 3;
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msgCtx->unk11FF8 = msgCtx->unk11FF8 + 0x16;
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msgCtx->unk11FF8 += 0x16;
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} else if (curChar == 0x204) {
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Message_GetTimerDigits(((void)0, gSaveContext.timerCurTimes[curChar - 0x204]), spAC);
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@@ -1098,7 +1098,7 @@ void Message_DecodeNES(PlayState* play) {
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} else if (curChar == 0xC3) {
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msgCtx->unk11F18 = 0;
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msgCtx->choiceNum = 3;
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msgCtx->unk11FF8 = msgCtx->unk11FF8 + 0x16;
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msgCtx->unk11FF8 += 0x16;
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} else if (curChar == 0xC4) {
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Message_GetTimerDigitsNES(((void)0, gSaveContext.timerCurTimes[curChar - 0xC4]), spA8);
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@@ -3177,7 +3177,7 @@ void func_80127DA4(PlayState* play, struct_801F58B0 arg1[], struct_80128388_arg1
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if (play->actorCtx.flags & ACTORCTX_FLAG_3) {
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phi_s1->unk_0C.y = CLAMP(phi_s1->unk_0C.y, -0.8f, 0.8f);
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} else {
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phi_s1->unk_0C.y = phi_s1->unk_0C.y;
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phi_s1->unk_0C.y = phi_s1->unk_0C.y; // Set to itself
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f20 = Math_SinS(arg1->unk_1A);
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phi_s1->unk_0C.y += (((f22 * Math_CosS(arg1->unk_1A)) + (f24 * f20)) * 0.2f);
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phi_s1->unk_0C.y = CLAMP(phi_s1->unk_0C.y, -2.0f, 4.0f);
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+2
-1
@@ -569,7 +569,7 @@ s32 SubS_HasReachedPoint(Actor* actor, Path* path, s32 pointIndex) {
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if (index == 0) {
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diffX = points[1].x - points[0].x;
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diffZ = points[1].z - points[0].z;
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} else if (index == count - 1) {
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} else if (index == (count - 1)) {
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diffX = points[count - 1].x - points[count - 2].x;
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diffZ = points[count - 1].z - points[count - 2].z;
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} else {
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@@ -578,6 +578,7 @@ s32 SubS_HasReachedPoint(Actor* actor, Path* path, s32 pointIndex) {
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}
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func_8017B7F8(&point, RAD_TO_BINANG(Math_FAtan2F(diffX, diffZ)), &px, &pz, &d);
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if (((px * actor->world.pos.x) + (pz * actor->world.pos.z) + d) > 0.0f) {
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reached = true;
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}
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