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Document ovl_select (#966)
* Some renames * Some renames * Some more renames * pageDown * Last name update * Translate scene entries * formatter * Review * A bunch of suggestions * Run formatter * Roman's suggestions
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+6
-4
@@ -1690,9 +1690,9 @@ s32 Camera_Normal2(Camera* camera) {
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anim->unk_20 = BGCAM_ROT(bgData).x;
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anim->unk_22 = BGCAM_ROT(bgData).y;
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anim->unk_24 = playerPosRot->pos.y;
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anim->unk_1C = BGCAM_FOV(bgData) == -1
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? norm2->unk_14
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: BGCAM_FOV(bgData) >= 0x169 ? PCT(BGCAM_FOV(bgData)) : BGCAM_FOV(bgData);
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anim->unk_1C = BGCAM_FOV(bgData) == -1 ? norm2->unk_14
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: BGCAM_FOV(bgData) >= 0x169 ? PCT(BGCAM_FOV(bgData))
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: BGCAM_FOV(bgData);
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anim->unk_28 = BGCAM_JFIFID(bgData) == -1 ? 0 : BGCAM_JFIFID(bgData);
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@@ -2920,7 +2920,9 @@ s32 Camera_Battle1(Camera* camera) {
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}
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anim->roll += (((OREG(36) * camera->speedRatio) * (1.0f - distRatio)) - anim->roll) * PCT(OREG(37));
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camera->roll = DEGF_TO_BINANG(anim->roll);
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camera->fov = Camera_LERPCeilF((player->swordState != 0 ? 0.8f : gSaveContext.health <= 0x10 ? 0.8f : 1.0f) *
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camera->fov = Camera_LERPCeilF((player->swordState != 0 ? 0.8f
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: gSaveContext.health <= 0x10 ? 0.8f
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: 1.0f) *
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(fov - ((fov * 0.05f) * distRatio)),
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camera->fov, camera->fovUpdateRate, 1.0f);
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}
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