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Fixed camera and disabled sound
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@ -55,7 +55,7 @@ typedef enum {
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/* 0x1E */ CAM_SET_CRAWLSPACE, // Used in all crawlspaces "RAIL3"
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/* 0x1F */ CAM_SET_START0, // Data is given in Temple of Time, but no surface uses it
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/* 0x20 */ CAM_SET_START1, // Scene/room door transitions that snap the camera to a fixed location (example: ganon's towers doors climbing up)
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/* 0x21 */ CAM_SET_FREE0, // Full manual control is given over the camera
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/* 0x21 */ CAM_SET_FREE0, // Full manual control is given over the camera
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/* 0x22 */ CAM_SET_FREE2, // Various OnePoint Cutscenes, 10 total (example: falling chest)
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/* 0x23 */ CAM_SET_PIVOT_CORNER, // Inside the carpenter jail cells from theives hideout "CIRCLE4"
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/* 0x24 */ CAM_SET_PIVOT_WATER_SURFACE, // Player diving from the surface of the water to underwater "CIRCLE5"
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@ -391,7 +391,7 @@ typedef struct {
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{ groundAtLerpStepScale, CAM_DATA_GROUND_AT_LERP_STEP_SCALE }
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typedef struct {
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/* 0x00 */ SwingAnimation swing;
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/* 0x1C */ f32 unk_1C;
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/* 0x20 */ VecSph unk_20;
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@ -403,7 +403,7 @@ typedef struct {
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/* 0x08 */ f32 distMax;
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/* 0x0C */ f32 yawUpateRateTarget;
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/* 0x10 */ f32 maxYawUpdate;
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/* 0x14 */ f32 unk_14; // never used.
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/* 0x14 */ f32 unk_14; // never used.
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/* 0x18 */ f32 atLERPScaleMax;
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/* 0x1C */ s16 interfaceFlags;
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/* 0x20 */ Jump1Anim anim;
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@ -954,7 +954,7 @@ typedef struct {
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* 0x2: Add atTargetInit to view's lookAt
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* if initFlags & 0x6060: use world for focus point
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* 0x3: Add atTargetInit to camera's at
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* 0x4: Don't update targets?
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* 0x4: Don't update targets?
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* 0x8: flag to use atTagetInit as f32 pitch, yaw, r
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* 0x10: ? unused
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* 0x20: focus on player
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@ -1033,7 +1033,7 @@ typedef struct {
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typedef struct {
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/* 0x0 */ s16 interfaceFlags;
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/* 0x2 */ s16 unk_02;
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/* 0x4 */ Demo6Anim anim;
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/* 0x4 */ Demo6Anim anim;
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} Demo6; // size = 0x14
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typedef struct {
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@ -1157,7 +1157,7 @@ typedef struct {
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} CamColChk; // size = 0x28
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typedef struct {
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/* 0x000 */ char paramData[0x50];
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/* 0x000 */ char paramData[0xFF];
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/* 0x050 */ Vec3f at;
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/* 0x05C */ Vec3f eye;
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/* 0x068 */ Vec3f up;
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@ -4256,6 +4256,7 @@ void Audio_ClearSariaBgmAtPos(Vec3f* pos) {
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* equally between the two bgm channels. Split based on note priority
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*/
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void Audio_SplitBgmChannels(s8 volSplit) {
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return;
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u8 volume;
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u8 notePriority;
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u16 channelBits;
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