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Document Sub-Cameras (#989)
* Copying SubCam Changes from PR 908, made it to the end of bosses * Finish copying over PR * format * More cleanup * clean-up * PR Suggestions, Clean-Up, Improvement in CS * Remove substructs from fd/fd2 * format * Improve fishing * minor fix * Make CutsceneCameraDir more general * `sActiveCamMove` -> `sCamMove` * Fix conflict with object kankyo * Add CAM_ID_MAIN to object_kankyo * Improve cam cutscenes further * Revert cutscene cmd names (better for a separate PR) * At -> LookAt in the context of Cutscenes * Missed naming in diving game * Format * Fill in Ganon2 Names (now that it's matching) * format * `sActiveCamId` -> `sReturnToCamId` * activeCamId -> returnToCamId * Discord Discussions * FIRST * Move macro to bottom, comments * More suggestions * PR suggestion, cleanup comment * Oops * add comments * Adjust comment * Change edge-case * whoops Co-authored-by: fig02 <fig02srl@gmail.com>
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@@ -380,7 +380,7 @@ void func_80A87CEC(EnJj *this, GlobalContext *globalCtx) {
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globalCtx->csCtx.segment = &D_80A88164;
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gSaveContext.cutsceneTrigger = (u8)1U;
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func_8003EBF8(globalCtx, &globalCtx->colCtx.dyna, (s32) temp_v1->bgId);
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func_8005B1A4(globalCtx->cameraPtrs[globalCtx->activeCamera]);
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func_8005B1A4(globalCtx->cameraPtrs[globalCtx->activeCamId]);
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gSaveContext.unkEDA = (u16) (gSaveContext.unkEDA | 0x400);
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func_80078884((u16)0x4802U);
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}
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@@ -394,7 +394,7 @@ Easy things to sort out:
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- We can remove the casts from `(u8)1U` and just leave `1`.
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- `globalCtx->cameraPtrs[globalCtx->activeCamera]` has a macro: it is `GET_ACTIVE_CAM(globalCtx)`, so this line can be written as
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- `globalCtx->cameraPtrs[globalCtx->activeCamId]` has a macro: it is `GET_ACTIVE_CAM(globalCtx)`, so this line can be written as
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```C
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func_8005B1A4(GET_ACTIVE_CAM(globalCtx));
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```
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