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https://github.com/zeldaret/oot
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DbCamera to DebugCamera (#1482)
* better dbCam prefix * missed some * PR Suggestions * alignment * more debug * cleanup
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+5
-5
@@ -4062,7 +4062,7 @@ s16 func_80034DD4(Actor* actor, PlayState* play, s16 arg2, f32 arg3) {
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Player* player = GET_PLAYER(play);
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f32 var;
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if ((play->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) {
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if ((play->csCtx.state != CS_STATE_IDLE) || gDebugCamEnabled) {
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var = Math_Vec3f_DistXYZ(&actor->world.pos, &play->view.eye) * 0.25f;
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} else {
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var = Math_Vec3f_DistXYZ(&actor->world.pos, &player->actor.world.pos);
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@@ -5736,7 +5736,7 @@ s32 Actor_TrackPlayerSetFocusHeight(PlayState* play, Actor* actor, Vec3s* headRo
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actor->focus.pos = actor->world.pos;
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actor->focus.pos.y += focusHeight;
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if (!(((play->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) &&
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if (!(((play->csCtx.state != CS_STATE_IDLE) || gDebugCamEnabled) &&
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(gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0))) {
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yaw = ABS((s16)(actor->yawTowardsPlayer - actor->shape.rot.y));
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if (yaw >= 0x4300) {
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@@ -5745,7 +5745,7 @@ s32 Actor_TrackPlayerSetFocusHeight(PlayState* play, Actor* actor, Vec3s* headRo
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}
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}
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if (((play->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) &&
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if (((play->csCtx.state != CS_STATE_IDLE) || gDebugCamEnabled) &&
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(gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0)) {
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target = play->view.eye;
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} else {
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@@ -5780,7 +5780,7 @@ s32 Actor_TrackPlayer(PlayState* play, Actor* actor, Vec3s* headRot, Vec3s* tors
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actor->focus.pos = focusPos;
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if (!(((play->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) &&
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if (!(((play->csCtx.state != CS_STATE_IDLE) || gDebugCamEnabled) &&
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(gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0))) {
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yaw = ABS((s16)(actor->yawTowardsPlayer - actor->shape.rot.y));
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if (yaw >= 0x4300) {
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@@ -5789,7 +5789,7 @@ s32 Actor_TrackPlayer(PlayState* play, Actor* actor, Vec3s* headRot, Vec3s* tors
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}
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}
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if (((play->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) &&
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if (((play->csCtx.state != CS_STATE_IDLE) || gDebugCamEnabled) &&
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(gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0)) {
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target = play->view.eye;
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} else {
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