#include "global.h" void func_800A3CA0(void) { Matrix_Push(&gGfxMatrix); Matrix_LookAt(gGfxMatrix, gCsCamEyeX, gCsCamEyeY, gCsCamEyeZ, gCsCamAtX, gCsCamAtY, gCsCamAtZ, 0.0f, 1.0f, 0.0f, MTXF_APPLY); Matrix_Translate(gGfxMatrix, 0.0f, 0.0f, -200.0f, MTXF_APPLY); Matrix_RotateY(gGfxMatrix, gControllerPress[gPlayerNum].stick_x * M_DTOR, MTXF_APPLY); Matrix_RotateX(gGfxMatrix, gControllerPress[gPlayerNum].stick_y * M_DTOR, MTXF_APPLY); Matrix_SetGfxMtx(&gMasterDisp); RCP_SetupDL_23(); Matrix_Pop(&gGfxMatrix); } void func_800A3E00(void) { switch (D_ctx_80177868) { case 0: if (gNextGameStateTimer == 0) { D_ctx_80177868 = 1; } break; case 1: D_ctx_80177868 = 2; gDrawMode = DRAW_UNK_7; gCsCamAtY = 0.0f; gCsCamAtX = gCsCamAtY; gCsCamEyeZ = gCsCamAtX; gCsCamEyeY = gCsCamEyeZ; gCsCamEyeX = gCsCamEyeY; gCsCamAtZ = -10.0f; break; case 2: if ((gControllerPress[0].button & START_BUTTON) || (gControllerPress[1].button & START_BUTTON)) { Audio_PlayPauseSfx(0); D_ctx_80177868 = 3; gDrawMode = DRAW_NONE; Play_Setup(); gNextGameStateTimer = 0; } break; case 3: if (gNextGameStateTimer == 0) { gPlayState = PLAY_UPDATE; } break; } }