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Introducing z64camera.h (#797)
* Introduce z64camera.h * format * Oops * Change paramData to u8 * BINANG_TO_DEGF and DEGF_TO_BINANG to z64camera.h * Fix bss, thanks Anon * Update with docs from OoT * Cleanup * Fix activeCamId * underwater * remove interface alpha stuff * Oops * To Hex * Cleanup cam settings comments * PR Suggestions * More PR Suggestions * trackActor -> focalActor * Fix merge * Fix bss, thanks Anon
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@@ -1343,7 +1343,7 @@ void Actor_SetCameraHorseSetting(PlayState* play, Player* player) {
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EnHorse* rideActor = (EnHorse*)player->rideActor;
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if ((rideActor != NULL) && !(rideActor->unk_1EC & 0x10)) {
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func_800DFAC8(Play_GetCamera(play, CAM_ID_MAIN), 4);
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Camera_ChangeSetting(Play_GetCamera(play, CAM_ID_MAIN), CAM_SET_HORSE);
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}
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}
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}
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@@ -2508,10 +2508,10 @@ void Actor_Draw(PlayState* play, Actor* actor) {
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Lights_Draw(light, play->state.gfxCtx);
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if (actor->flags & ACTOR_FLAG_1000) {
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Matrix_SetTranslateRotateYXZ(actor->world.pos.x + play->mainCamera.skyboxOffset.x,
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Matrix_SetTranslateRotateYXZ(actor->world.pos.x + play->mainCamera.quakeOffset.x,
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actor->world.pos.y +
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((actor->shape.yOffset * actor->scale.y) + play->mainCamera.skyboxOffset.y),
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actor->world.pos.z + play->mainCamera.skyboxOffset.z, &actor->shape.rot);
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((actor->shape.yOffset * actor->scale.y) + play->mainCamera.quakeOffset.y),
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actor->world.pos.z + play->mainCamera.quakeOffset.z, &actor->shape.rot);
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} else {
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Matrix_SetTranslateRotateYXZ(actor->world.pos.x, actor->world.pos.y + (actor->shape.yOffset * actor->scale.y),
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actor->world.pos.z, &actor->shape.rot);
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