z_horse: rename scratch Vec3f sp54eye (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>
This commit is contained in:
William Casarin 2025-07-02 12:06:35 -07:00
commit 99714f2fb7

View file

@ -224,7 +224,7 @@ void Horse_SetCutsceneMount(PlayState* play, Player* player) {
Actor_MountHorse(play, player, player->rideActor);
func_8002DE74(play, player);
} else if ((horseCutsceneRecipes[i].type == 5) || (horseCutsceneRecipes[i].type == 6) || (horseCutsceneRecipes[i].type == 8)) {
Vec3f sp54;
Vec3f eye;
s32 temp = 0;
if (((gSaveContext.eventInf[0] & 0x10) >> 4) && horseCutsceneRecipes[i].type == 6) {
@ -245,11 +245,11 @@ void Horse_SetCutsceneMount(PlayState* play, Player* player) {
Actor_MountHorse(play, player, player->rideActor);
func_8002DE74(play, player);
sp54.x = player->actor.world.pos.x - 200.0f;
sp54.y = player->actor.world.pos.y + 100.0f;
sp54.z = player->actor.world.pos.z;
eye.x = player->actor.world.pos.x - 200.0f;
eye.y = player->actor.world.pos.y + 100.0f;
eye.z = player->actor.world.pos.z;
Play_CameraSetAtEye(play, play->activeCamera, &player->actor.world.pos, &sp54);
Play_CameraSetAtEye(play, play->activeCamera, &player->actor.world.pos, &eye);
} else {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, horseCutsceneRecipes[i].pos.x, horseCutsceneRecipes[i].pos.y,
horseCutsceneRecipes[i].pos.z, 0, horseCutsceneRecipes[i].angle, 0, horseCutsceneRecipes[i].type, true);