Merge branch 'develop-rando' of garrettjoecox.github.com:HarbourMasters/Shipwright into develop-rando-changes
This commit is contained in:
@@ -635,7 +635,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor
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Play_CameraSetAtEye(play, camIdx, &spC0, &spB4);
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csCam->roll = 0;
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csCam->fov = 75.0f;
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player->actor.shape.rot.y = player->actor.world.rot.y = player->currentYaw = spD0.yaw + 0x7FFF;
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player->actor.shape.rot.y = player->actor.world.rot.y = player->yaw = spD0.yaw + 0x7FFF;
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func_8002DF54(play, NULL, 8);
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break;
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case 3240:
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@@ -675,7 +675,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor
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Quake_SetCountdown(i, D_80120698 - 20);
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break;
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case 3390:
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player->actor.shape.rot.y = player->actor.world.rot.y = player->currentYaw = -0x3FD9;
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player->actor.shape.rot.y = player->actor.world.rot.y = player->yaw = -0x3FD9;
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csInfo->keyFrames = D_80121DB4;
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csInfo->keyFrameCnt = 9;
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@@ -698,7 +698,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor
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D_80121F1C[0].eyeTargetInit = play->view.eye;
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D_80121F1C[0].fovTargetInit = play->view.fovy;
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Actor_GetFocus(&spA0, actor);
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player->actor.shape.rot.y = player->actor.world.rot.y = player->currentYaw = spA0.rot.y;
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player->actor.shape.rot.y = player->actor.world.rot.y = player->yaw = spA0.rot.y;
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csInfo->keyFrames = D_80121F1C;
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csInfo->keyFrameCnt = 4;
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@@ -789,7 +789,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor
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func_8002DF54(play, NULL, 8);
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func_800C0808(play, camIdx, player, CAM_SET_CS_C);
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player->stateFlags1 |= 0x20000000;
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player->stateFlags1 |= PLAYER_STATE1_IN_CUTSCENE;
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player->actor.freezeTimer = 90;
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i = Quake_Add(csCam, 1);
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@@ -813,7 +813,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor
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csInfo->keyFrames = D_801225D4;
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csInfo->keyFrameCnt = ARRAY_COUNT(D_801225D4);
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player->actor.shape.rot.y = player->actor.world.rot.y = player->currentYaw = 0x3FFC;
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player->actor.shape.rot.y = player->actor.world.rot.y = player->yaw = 0x3FFC;
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func_800C0808(play, camIdx, player, CAM_SET_CS_C);
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func_8002DF54(play, NULL, 8);
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break;
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@@ -986,7 +986,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor
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if (func_800C0CB8(play)) {
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D_801231B4[0].eyeTargetInit.z = D_801231B4[1].eyeTargetInit.z = !LINK_IS_ADULT ? 100.0f : 120.0f;
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if (player->stateFlags1 & 0x08000000) {
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if (player->stateFlags1 & PLAYER_STATE1_IN_WATER) {
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D_801231B4[2].atTargetInit.z = 0.0f;
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}
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Actor_GetWorldPosShapeRot(&spA0, &player->actor);
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