#include #include "main.h" #include "code_800029B0.h" #include "code_80091440.h" #include "camera.h" #include "math_util.h" #include "collision.h" void func_800914A0(void) { D_80152308 = gPlayerOneCopy->unk_006 + 7; if ((s32) D_8015F6F8 < D_80152308) { D_80152308 -= D_8015F6F8; } } UNUSED void func_800914E0(void) { UNUSED Vec3f sp64 = { 0.0f, -20.0f, 150.0f }; UNUSED Vec3f sp58 = { 0.0f, -6.0f, 4.0f }; Camera* camera = &cameras[0]; struct ActorSpawnData* sp48 = D_8015F718[0]; struct ActorSpawnData* tempData; s16 temp3 = (s16) D_80152308; s16 temp2 = (s16) gPlayerOneCopy->unk_006; s16 temp; f32 sp38; f32 sp34; f32 sp30; camera->up[0] = 0; camera->up[1] = 1; camera->up[2] = 0; if (1) {} // waa? temp = temp2 - temp3; if (temp == 7) { func_800914A0(); } else if (temp < 14) { temp += (s16) D_8015F6F8; if (temp == 7) { func_800914A0(); } } tempData = sp48 + D_80152308; camera->pos.x = (f32) (tempData->pos.x + 10); camera->pos.y = (f32) (tempData->pos.y + 7); camera->pos.z = (f32) (tempData->pos.z - 20); camera->lookAt.x = gPlayerOneCopy->pos.x; camera->lookAt.y = gPlayerOneCopy->pos.y; camera->lookAt.z = gPlayerOneCopy->pos.z; check_bounding_collision(&camera->collision, 20.0f, camera->pos.x, camera->pos.y, camera->pos.z); sp38 = camera->lookAt.x - camera->pos.x; sp34 = camera->lookAt.y - camera->pos.y; sp30 = camera->lookAt.z - camera->pos.z; camera->rot.y = atan2s(sp38, sp30); camera->rot.x = atan2s(sqrtf((sp38 * sp38) + (sp30 * sp30)), sp34); camera->rot.z = 0; }