override analog cam while left stick is active in deku flower

This commit is contained in:
thecozies 2024-05-29 10:30:08 -05:00
parent 8cd7718b38
commit 13dfbb151e
2 changed files with 15 additions and 9 deletions

View File

@ -8,6 +8,7 @@
static bool prev_analog_cam_active = false; static bool prev_analog_cam_active = false;
static bool can_use_analog_cam = false; static bool can_use_analog_cam = false;
static bool analog_cam_active = false; static bool analog_cam_active = false;
static bool analog_cam_skip_once = false;
VecGeo analog_camera_pos = { .r = 66.0f, .pitch = 0, .yaw = 0 }; VecGeo analog_camera_pos = { .r = 66.0f, .pitch = 0, .yaw = 0 };
@ -62,6 +63,11 @@ void update_analog_cam(Camera* c) {
analog_cam_active = true; analog_cam_active = true;
} }
if (analog_cam_skip_once) {
analog_cam_active = false;
analog_cam_skip_once = false;
}
// Record the Z targeting state. // Record the Z targeting state.
prev_targeting_held = targeting_held; prev_targeting_held = targeting_held;
@ -1878,6 +1884,9 @@ bool get_analog_cam_active() {
return analog_cam_active; return analog_cam_active;
} }
void set_analog_cam_active(bool is_active) { // Calling this will avoid analog cam taking over for the following game loop.
analog_cam_active = is_active; // E.g. using left stick inputs while in a deku flower taking priority over right stick.
void skip_analog_cam_once() {
analog_cam_skip_once = true;
analog_cam_active = false;
} }

View File

@ -2301,7 +2301,7 @@ void draw_dpad_icons(PlayState* play) {
extern s32 Player_GetMovementSpeedAndYaw(Player* this, f32* outSpeedTarget, s16* outYawTarget, f32 speedMode, extern s32 Player_GetMovementSpeedAndYaw(Player* this, f32* outSpeedTarget, s16* outYawTarget, f32 speedMode,
PlayState* play); PlayState* play);
extern bool get_analog_cam_active(); extern bool get_analog_cam_active();
extern void set_analog_cam_active(bool is_active); extern void skip_analog_cam_once();
// @recomp Updates yaw while inside of deku flower. // @recomp Updates yaw while inside of deku flower.
void func_80855F9C(PlayState* play, Player* this) { void func_80855F9C(PlayState* play, Player* this) {
@ -2311,12 +2311,9 @@ void func_80855F9C(PlayState* play, Player* this) {
this->stateFlags2 |= PLAYER_STATE2_20; this->stateFlags2 |= PLAYER_STATE2_20;
Player_GetMovementSpeedAndYaw(this, &speedTarget, &yawTarget, 0.018f, play); Player_GetMovementSpeedAndYaw(this, &speedTarget, &yawTarget, 0.018f, play);
// @recomp If analog cam is active and left stick inputs are occurring, reset auto cam. // @recomp If left stick inputs are occurring, prevent analog cam.
if ( if ((play->state.input[0].rel.stick_y != 0 || play->state.input[0].rel.stick_x != 0)) {
get_analog_cam_active() && skip_analog_cam_once();
(play->state.input[0].rel.stick_y != 0 || play->state.input[0].rel.stick_x != 0)
) {
set_analog_cam_active(false);
} }
if (get_analog_cam_active()) { if (get_analog_cam_active()) {