diff options
Diffstat (limited to 'src/code/z_actor.c')
| -rw-r--r-- | src/code/z_actor.c | 12 |
1 files changed, 8 insertions, 4 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c index 6da4ff122..44685c632 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -5550,7 +5550,8 @@ s32 func_80038154(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* ar actor->focus.pos = actor->world.pos; actor->focus.pos.y += arg4; - if (!(((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == 0x00EE))) { + if (!(((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && + (gSaveContext.entranceIndex == ENTR_SPOT04_0))) { var = actor->yawTowardsPlayer - actor->shape.rot.y; abs_var = ABS(var); if (abs_var >= 0x4300) { @@ -5559,7 +5560,8 @@ s32 func_80038154(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* ar } } - if (((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == 0x00EE)) { + if (((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && + (gSaveContext.entranceIndex == ENTR_SPOT04_0)) { sp2C = globalCtx->view.eye; } else { sp2C = player->actor.focus.pos; @@ -5579,7 +5581,8 @@ s32 func_80038290(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* ar actor->focus.pos = arg4; - if (!(((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == 0x00EE))) { + if (!(((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && + (gSaveContext.entranceIndex == ENTR_SPOT04_0))) { var = actor->yawTowardsPlayer - actor->shape.rot.y; abs_var = ABS(var); if (abs_var >= 0x4300) { @@ -5588,7 +5591,8 @@ s32 func_80038290(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* ar } } - if (((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == 0x00EE)) { + if (((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && + (gSaveContext.entranceIndex == ENTR_SPOT04_0)) { sp24 = globalCtx->view.eye; } else { sp24 = player->actor.focus.pos; |
