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Quake & Distortion Cleanup (#1102)
* quake cleanup * cleanup * more cleanup * remove cast * q comes before r... * unname goron function, leave it to another PR * PR Suggestions
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+12
-11
@@ -5,6 +5,7 @@
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#include "global.h"
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#include "z64load.h"
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#include "z64quake.h"
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#include "z64rumble.h"
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#include "overlays/actors/ovl_En_Horse/z_en_horse.h"
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#include "overlays/actors/ovl_En_Part/z_en_part.h"
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@@ -3777,20 +3778,20 @@ void func_800BC620(Vec3f* arg0, Vec3f* arg1, u8 alpha, PlayState* play) {
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CLOSE_DISPS(play->state.gfxCtx);
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}
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void func_800BC770(PlayState* play, s16 y, s16 countdown) {
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s16 idx = Quake_Add(&play->mainCamera, 3);
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void Actor_AddQuake(PlayState* play, s16 verticalMag, s16 countdown) {
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s16 quakeIndex = Quake_Add(&play->mainCamera, QUAKE_TYPE_3);
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Quake_SetSpeed(idx, 20000);
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Quake_SetQuakeValues(idx, y, 0, 0, 0);
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Quake_SetCountdown(idx, countdown);
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Quake_SetSpeed(quakeIndex, 20000);
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Quake_SetQuakeValues(quakeIndex, verticalMag, 0, 0, 0);
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Quake_SetCountdown(quakeIndex, countdown);
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}
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void func_800BC7D8(PlayState* play, s16 y, s16 countdown, s16 speed) {
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s16 idx = Quake_Add(&play->mainCamera, 3);
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void Actor_AddQuakeWithSpeed(PlayState* play, s16 verticalMag, s16 countdown, s16 speed) {
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s16 quakeIndex = Quake_Add(&play->mainCamera, QUAKE_TYPE_3);
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Quake_SetSpeed(idx, speed);
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Quake_SetQuakeValues(idx, y, 0, 0, 0);
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Quake_SetCountdown(idx, countdown);
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Quake_SetSpeed(quakeIndex, speed);
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Quake_SetQuakeValues(quakeIndex, verticalMag, 0, 0, 0);
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Quake_SetCountdown(quakeIndex, countdown);
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}
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// Actor_RequestRumble?
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@@ -3800,7 +3801,7 @@ void func_800BC848(Actor* actor, PlayState* play, s16 y, s16 countdown) {
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} else {
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Rumble_Request(actor->xyzDistToPlayerSq, 180, 20, 100);
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}
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func_800BC770(play, y, countdown);
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Actor_AddQuake(play, y, countdown);
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}
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typedef struct {
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