Fix: Check for debug mode when watching cutscene debug inputs (#3133)
* fix check for debug mode when watching cutscene debug inputs * update other cvar to debug enabled
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@@ -7701,7 +7701,8 @@ Vec3s Camera_Update(Camera* camera) {
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BINANG_TO_DEGF(camera->camDir.x), camera->camDir.y, BINANG_TO_DEGF(camera->camDir.y));
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BINANG_TO_DEGF(camera->camDir.x), camera->camDir.y, BINANG_TO_DEGF(camera->camDir.y));
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}
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}
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if (camera->timer != -1 && CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_DRIGHT) && CVarGetInteger("gDebugCamera", 0)) {
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if (camera->timer != -1 && CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_DRIGHT) &&
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CVarGetInteger("gDebugEnabled", 0)) {
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camera->timer = 0;
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camera->timer = 0;
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}
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}
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@@ -154,15 +154,15 @@ void func_80064558(PlayState* play, CutsceneContext* csCtx) {
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void func_800645A0(PlayState* play, CutsceneContext* csCtx) {
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void func_800645A0(PlayState* play, CutsceneContext* csCtx) {
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Input* input = &play->state.input[0];
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Input* input = &play->state.input[0];
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if (CHECK_BTN_ALL(input->press.button, BTN_DLEFT) && (csCtx->state == CS_STATE_IDLE) &&
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if (CVarGetInteger("gDebugEnabled", 0) && CHECK_BTN_ALL(input->press.button, BTN_DLEFT) &&
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(gSaveContext.sceneSetupIndex >= 4)) {
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(csCtx->state == CS_STATE_IDLE) && (gSaveContext.sceneSetupIndex >= 4)) {
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D_8015FCC8 = 0;
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D_8015FCC8 = 0;
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gSaveContext.cutsceneIndex = 0xFFFD;
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gSaveContext.cutsceneIndex = 0xFFFD;
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gSaveContext.cutsceneTrigger = 1;
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gSaveContext.cutsceneTrigger = 1;
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}
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}
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if (CHECK_BTN_ALL(input->press.button, BTN_DUP) && (csCtx->state == CS_STATE_IDLE) &&
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if (CVarGetInteger("gDebugEnabled", 0) && CHECK_BTN_ALL(input->press.button, BTN_DUP) &&
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(gSaveContext.sceneSetupIndex >= 4) && !gDbgCamEnabled) {
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(csCtx->state == CS_STATE_IDLE) && (gSaveContext.sceneSetupIndex >= 4) && !gDbgCamEnabled) {
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D_8015FCC8 = 1;
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D_8015FCC8 = 1;
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gSaveContext.cutsceneIndex = 0xFFFD;
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gSaveContext.cutsceneIndex = 0xFFFD;
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gSaveContext.cutsceneTrigger = 1;
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gSaveContext.cutsceneTrigger = 1;
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