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authorangie <angheloalf95@gmail.com>2023-05-23 23:14:00 -0400
committerangie <angheloalf95@gmail.com>2023-05-23 23:14:00 -0400
commitb1e87f7838aeec12a83251a89b486b993cfec0f0 (patch)
tree1aac8f8695a322e3a4a39155dc7e8319184c74c3 /src/code
parent327a3c4cc9c9d41437d11967e06887af7fe6313d (diff)
fix merge
Diffstat (limited to 'src/code')
-rw-r--r--src/code/z_camera.c14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/code/z_camera.c b/src/code/z_camera.c
index ea600b30e..c0bb26430 100644
--- a/src/code/z_camera.c
+++ b/src/code/z_camera.c
@@ -1255,7 +1255,7 @@ s32 func_800CD44C(Camera* camera, VecGeo* diffGeo, CameraCollision* camEyeCollis
// different bgIds for at->eye[Next] and eye[Next]->at
ret = 3;
} else {
- cosEyeAt = Math3D_Parallel(&camEyeCollision->norm, &camAtCollision->norm);
+ cosEyeAt = Math3D_Cos(&camEyeCollision->norm, &camAtCollision->norm);
if (cosEyeAt < -0.5f) {
ret = 6;
} else if ((cosEyeAt > 0.5f) || (checkEye & 2)) {
@@ -1860,7 +1860,7 @@ void Camera_CalcDefaultSwing(Camera* camera, VecGeo* arg1, VecGeo* arg2, f32 arg
} else if (swing->atEyeColChk.norm.y > 0.50f) {
swing->unk_64 = 0;
} else {
- Math3D_AngleBetweenVectors(&camera->unk_0F0, &swing->eyeAtColChk.norm, &sp88);
+ Math3D_CosOut(&camera->unk_0F0, &swing->eyeAtColChk.norm, &sp88);
if (sp88 > 0.0f) {
swing->unk_64 = 0;
}
@@ -5565,8 +5565,8 @@ s32 Camera_Unique0(Camera* camera) {
switch (camera->animState) {
case 0:
bgCamFuncData = (BgCamFuncData*)Camera_GetBgCamOrActorCsCamFuncData(camera, camera->bgCamIndex);
- Camera_Vec3sToVec3f(&rwData->unk_1C, &bgCamFuncData->pos);
- camera->eye = camera->eyeNext = rwData->unk_1C;
+ Camera_Vec3sToVec3f(&rwData->unk_1C.a, &bgCamFuncData->pos);
+ camera->eye = camera->eyeNext = rwData->unk_1C.a;
rwData->unk_34 = bgCamFuncData->rot;
temp_v1 = bgCamFuncData->fov;
@@ -5597,7 +5597,7 @@ s32 Camera_Unique0(Camera* camera) {
}
rwData->unk_3A = camera->focalActor->world.rot.y;
rwData->unk_3E = 0;
- camera->eye = camera->eyeNext = rwData->unk_1C;
+ camera->eye = camera->eyeNext = rwData->unk_1C.a;
Camera_UnsetStateFlag(camera, CAM_STATE_2);
camera->animState++;
// fallthrough
@@ -5605,8 +5605,8 @@ s32 Camera_Unique0(Camera* camera) {
sp84.r = OLib_Vec3fDist(&sp8C, &camera->eye);
sp84.yaw = rwData->unk_34.y;
sp84.pitch = -rwData->unk_34.x;
- OLib_VecGeoToVec3f(&rwData->unk_28, &sp84);
- func_80179A44(&rwData->unk_1C, focalActorPosRot, &rwData->unk_0C);
+ OLib_VecGeoToVec3f(&rwData->unk_1C.b, &sp84);
+ Math3D_LineClosestToPoint(&rwData->unk_1C, &focalActorPosRot->pos, &rwData->unk_0C);
camera->at = rwData->unk_0C;
if (player->stateFlags1 & PLAYER_STATE1_20000000) {