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z_horse: rename scratch Vec3f sp54
→ eye
(camera eye position)
The vector feeds `Play_CameraSetAtEye`, so calling it `eye` says what it *actually* is instead of “random temp 54”. No logic changed and the generated ELF remains identical (symbol-level rename only). Signed-off-by: William Casarin <jb55@jb55.com>
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1 changed files with 5 additions and 5 deletions
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@ -224,7 +224,7 @@ void Horse_SetCutsceneMount(PlayState* play, Player* player) {
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Actor_MountHorse(play, player, player->rideActor);
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func_8002DE74(play, player);
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} else if ((horseCutsceneRecipes[i].type == 5) || (horseCutsceneRecipes[i].type == 6) || (horseCutsceneRecipes[i].type == 8)) {
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Vec3f sp54;
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Vec3f eye;
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s32 temp = 0;
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if (((gSaveContext.eventInf[0] & 0x10) >> 4) && horseCutsceneRecipes[i].type == 6) {
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@ -245,11 +245,11 @@ void Horse_SetCutsceneMount(PlayState* play, Player* player) {
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Actor_MountHorse(play, player, player->rideActor);
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func_8002DE74(play, player);
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sp54.x = player->actor.world.pos.x - 200.0f;
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sp54.y = player->actor.world.pos.y + 100.0f;
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sp54.z = player->actor.world.pos.z;
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eye.x = player->actor.world.pos.x - 200.0f;
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eye.y = player->actor.world.pos.y + 100.0f;
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eye.z = player->actor.world.pos.z;
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Play_CameraSetAtEye(play, play->activeCamera, &player->actor.world.pos, &sp54);
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Play_CameraSetAtEye(play, play->activeCamera, &player->actor.world.pos, &eye);
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} else {
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Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, horseCutsceneRecipes[i].pos.x, horseCutsceneRecipes[i].pos.y,
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horseCutsceneRecipes[i].pos.z, 0, horseCutsceneRecipes[i].angle, 0, horseCutsceneRecipes[i].type, true);
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