mirror of https://github.com/zeldaret/mm.git
cleanup
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parent
a1ed41ecea
commit
e975c4df38
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@ -1335,7 +1335,7 @@ s32 Actor_TrackPlayerSetFocusHeight(PlayState* play, Actor* actor, Vec3s* headRo
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s32 Actor_TrackPlayer(PlayState* play, Actor* actor, Vec3s* headRot, Vec3s* torsoRot, Vec3f focusPos);
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void SaveContext_Init(void);
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void GameInfo_Init(void);
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void DebugDisplay_Init(void);
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DebugDispObject* DebugDisplay_Init(void);
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DebugDispObject* DebugDisplay_AddObject(f32 posX, f32 posY, f32 posZ, s16 rotX, s16 rotY, s16 rotZ, f32 scaleX, f32 scaleY, f32 scaleZ, u8 red, u8 green, u8 blue, u8 alpha, s16 type, GraphicsContext* gfxCtx);
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// void func_800E9C90(void);
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// void func_800E9CA0(s32 param_1, UNK_TYPE1 param_2, s8* param_3);
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@ -389,7 +389,7 @@ void func_80166968(PlayState* this, Camera* camera) {
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Camera_SetFlags(camera, CAM_STATE_UNDERWATER);
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D_801D0D58 = -1;
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Distortion_SetType(0x10);
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Distortion_SetCountdown(0x50);
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Distortion_SetCountdown(80);
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}
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func_801A3EC0(0x20);
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@ -548,8 +548,7 @@ void func_80168DAC(PlayState* this) {
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void Play_Main(GameState* thisx) {
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PlayState* this = (PlayState*)thisx;
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D_801D0D60 = &this->state.input[0];
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D_801D0D60 = CONTROLLER1(&this->state);
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DebugDisplay_Init();
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{
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@ -563,13 +562,13 @@ void Play_Main(GameState* thisx) {
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}
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{
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Input sp28 = this->state.input[0];
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Input sp28 = *CONTROLLER1(&this->state);
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if (1) {
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this->state.input[0] = D_801F6C18;
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*CONTROLLER1(&this->state) = D_801F6C18;
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}
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func_80168DAC(this);
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this->state.input[0] = sp28;
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*CONTROLLER1(&this->state) = sp28;
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}
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ActorCutscene_Update();
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