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Fix camera jitter in Egg Hammer Tank Mk.1 Boss
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3 files changed
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-5
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@@ -282,7 +282,7 @@ void Task_8025D80(void)
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s2->graphics.anim = SA1_ANIM_EGGMAN;
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s2->variant = 0;
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s2->frameFlags |= 0x400;
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CreatePreBossCameraPan((worldY - 48), (worldY + 112));
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CreatePreBossCameraPan((worldY - 48), (worldY + (DISPLAY_HEIGHT - 48)));
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}
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}
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@@ -399,7 +399,12 @@ void CreateEntity_EggHammerTank(MapEntity *me, u16 regionX, u16 regionY, u8 id)
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gCamera.shiftY = -56;
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gCamera.maxX = s->x - 64;
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gCamera.minX = (((float)gCamera.maxX) - 360.f);
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// TODO/NOTE(Jace):
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// (DISPLAY_WIDTH * 1.5f) might break TAS tests, if we plan on adding those.
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//
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// Also, once we allow for arbitrary resolutions, it might lead to Eggman
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// indefinitely moving left, without turning around...
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gCamera.minX = (((float)gCamera.maxX) - (DISPLAY_WIDTH * 1.5f));
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gMusicManagerState.unk1 = 0x10;
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}
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+2
-2
@@ -103,9 +103,9 @@ struct Task *CreateMultiplayerChao(u8 spawnIndex, u8 id)
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if ((gCurrentLevel == ACT_CHAO_HUNT_D) && (spawnIndex > 4U)) {
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SPRITE_FLAG_SET(s, Y_FLIP);
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SPRITE_FLAG_SET_VALUE(s, PRIORITY, 2);
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y = sChaoSpawnPositions[gCurrentLevel - NUM_LEVEL_IDS_SP][spawnIndex][1] + 0x10;
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y = sChaoSpawnPositions[gCurrentLevel - NUM_LEVEL_IDS_SP][spawnIndex][1] + 16;
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} else {
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y = sChaoSpawnPositions[gCurrentLevel - NUM_LEVEL_IDS_SP][spawnIndex][1] - 0x10;
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y = sChaoSpawnPositions[gCurrentLevel - NUM_LEVEL_IDS_SP][spawnIndex][1] - 16;
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}
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chao->id = id;
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@@ -187,7 +187,7 @@ NONMATCH("asm/non_matching/game/stage/Item_Tasks__Task_Item_Shield_Normal.inc",
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b = (pid & 1);
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if (((gStageTime & 0x2) && (pid != b)) || (!(gStageTime & 0x2) && (b != 0))) {
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if (((gStageTime & 0x2) && (pid != b)) || (!(gStageTime & 0x2) && (pid != 0))) {
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DisplaySprite(&item->s);
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}
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}
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