Fixed crash in reset_camera()
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f39144fb9a
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2ce229a818
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@ -3297,11 +3297,6 @@ void soft_reset_camera(struct Camera* c) {
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* Reset all the camera variables to their arcane defaults
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*/
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void reset_camera(struct Camera *c) {
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UNUSED s32 unused = 0;
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UNUSED u8 unused1[16];
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UNUSED struct LinearTransitionPoint *start = &sModeInfo.transitionStart;
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UNUSED struct LinearTransitionPoint *end = &sModeInfo.transitionEnd;
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gCamera = c;
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gCameraMovementFlags = 0;
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s2ndRotateFlags = 0;
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@ -3315,7 +3310,6 @@ void reset_camera(struct Camera *c) {
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unused8032CFCC = 0;
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gSecondCameraFocus = NULL;
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sCButtonsPressed = 0;
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vec3f_copy(sModeTransition.marioPos, sMarioCamState->pos);
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sModeTransition.framesLeft = 0;
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unused8032CFCC = -1;
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unused8032CFC8 = -1;
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@ -3340,11 +3334,19 @@ void reset_camera(struct Camera *c) {
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sCSideButtonYaw = 0;
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s8DirModeBaseYaw = 0;
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s8DirModeYawOffset = 0;
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c->doorStatus = DOOR_DEFAULT;
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sMarioCamState->headRotation[0] = 0;
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sMarioCamState->headRotation[1] = 0;
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sMarioCamState->cameraEvent = 0;
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sMarioCamState->usedObj = NULL;
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if (c) {
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c->doorStatus = DOOR_DEFAULT;
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}
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if (sMarioCamState) {
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vec3f_copy(sModeTransition.marioPos, sMarioCamState->pos);
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sMarioCamState->headRotation[0] = 0;
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sMarioCamState->headRotation[1] = 0;
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sMarioCamState->cameraEvent = 0;
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sMarioCamState->usedObj = NULL;
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}
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gLakituState.shakeMagnitude[0] = 0;
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gLakituState.shakeMagnitude[1] = 0;
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gLakituState.shakeMagnitude[2] = 0;
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@ -3355,12 +3357,14 @@ void reset_camera(struct Camera *c) {
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gLakituState.unusedVec1[1] = 0.f;
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gLakituState.unusedVec1[2] = 0.f;
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gLakituState.lastFrameAction = 0;
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set_fov_function(CAM_FOV_DEFAULT);
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sFOVState.fov = 45.f;
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sFOVState.fovOffset = 0.f;
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sFOVState.unusedIsSleeping = 0;
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sFOVState.shakeAmplitude = 0.f;
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sFOVState.shakePhase = 0;
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sObjectCutscene = 0;
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gRecentCutscene = 0;
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unused8033B30C = 0;
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