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authorengineer124 <47598039+engineer124@users.noreply.github.com>2023-08-15 00:08:45 +1000
committerGitHub <noreply@github.com>2023-08-14 10:08:45 -0400
commitaffb1eaf0f037858ab020e6b7fd8d105dff262f8 (patch)
tree6fe548aeb9e35caa3f9d3f026402c93038657cc3 /src/code/z_camera.c
parent05c2221769ffdbbfd774d856bac77b6d7c2413a0 (diff)
Body Parts Docs (#1333)
* body parts WIP * continue WIP * finish body parts * cleanup * missed one * Missed Enum * PR Review * next PR review * s32 cast * TRUNCF_BINANG * rm unnecessary shadow * PR Review * missed some * oops
Diffstat (limited to 'src/code/z_camera.c')
-rw-r--r--src/code/z_camera.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/code/z_camera.c b/src/code/z_camera.c
index 3703eda0f..95d2e36f9 100644
--- a/src/code/z_camera.c
+++ b/src/code/z_camera.c
@@ -481,7 +481,7 @@ s32 Camera_GetFocalActorPos(Vec3f* dst, Camera* camera) {
Actor* focalActor = camera->focalActor;
if (camera->focalActor == &GET_PLAYER(camera->play)->actor) {
- *dst = ((Player*)focalActor)->bodyPartsPos[0];
+ *dst = ((Player*)focalActor)->bodyPartsPos[PLAYER_BODYPART_WAIST];
return dst;
} else {
Actor_GetWorldPosShapeRot(&focalPosRot, camera->focalActor);