Add API function export for camera Z-targeting fixes (#503)
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@ -9,6 +9,8 @@
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#include "z64shrink_window.h"
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#include "z64shrink_window.h"
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#include "z64player.h"
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#include "z64player.h"
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static bool camera_fixes = false;
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static bool prev_analog_cam_active = false;
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static bool prev_analog_cam_active = false;
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static bool can_use_analog_cam = false;
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static bool can_use_analog_cam = false;
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static bool analog_cam_active = false;
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static bool analog_cam_active = false;
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@ -26,6 +28,10 @@ float analog_camera_y_sensitivity = 500.0f;
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static const float analog_cam_threshold = 0.1f;
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static const float analog_cam_threshold = 0.1f;
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RECOMP_EXPORT void recomp_set_camera_fixes(bool new_val) {
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camera_fixes = new_val;
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}
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void update_analog_camera_params(Camera* camera) {
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void update_analog_camera_params(Camera* camera) {
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// recomp_printf("Camera at: %.2f %.2f %.2f\n"
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// recomp_printf("Camera at: %.2f %.2f %.2f\n"
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// " eye: %.2f %.2f %.2f\n"
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// " eye: %.2f %.2f %.2f\n"
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@ -1064,6 +1070,10 @@ RECOMP_PATCH s32 Camera_Jump2(Camera* camera) {
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*/
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*/
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// @recomp Patched for analog cam.
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// @recomp Patched for analog cam.
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RECOMP_PATCH s32 Camera_Parallel1(Camera* camera) {
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RECOMP_PATCH s32 Camera_Parallel1(Camera* camera) {
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// @recomp
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static bool prev_targeting_held = false;
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bool isChargingDekuFlowerDive = !!(((Player*)camera->focalActor)->stateFlags3 & PLAYER_STATE3_100);
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Vec3f* eye = &camera->eye;
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Vec3f* eye = &camera->eye;
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Vec3f* at = &camera->at;
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Vec3f* at = &camera->at;
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Vec3f* eyeNext = &camera->eyeNext;
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Vec3f* eyeNext = &camera->eyeNext;
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@ -1089,6 +1099,10 @@ RECOMP_PATCH s32 Camera_Parallel1(Camera* camera) {
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CameraModeValue* values;
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CameraModeValue* values;
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f32 yNormal;
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f32 yNormal;
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// @recomp Read timer4 from timer2.
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s16 timer4 = rwData->timer2 >> 5; // @recomp Used to check if z-target can be quit. Mirrors timer2 values during z-target in unmodified function.
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rwData->timer2 &= 0x001F;
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if (!RELOAD_PARAMS(camera)) {
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if (!RELOAD_PARAMS(camera)) {
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} else {
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} else {
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values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
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values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
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@ -1151,6 +1165,8 @@ RECOMP_PATCH s32 Camera_Parallel1(Camera* camera) {
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rwData->timer2 = 20;
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rwData->timer2 = 20;
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} else {
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} else {
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rwData->timer2 = 6;
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rwData->timer2 = 6;
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// @recomp Initiate timer4 for z-target.
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timer4 = 6;
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}
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}
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if ((camera->focalActor == &GET_PLAYER(camera->play)->actor) && (camera->mode == CAM_MODE_CHARGE)) {
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if ((camera->focalActor == &GET_PLAYER(camera->play)->actor) && (camera->mode == CAM_MODE_CHARGE)) {
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@ -1187,12 +1203,55 @@ RECOMP_PATCH s32 Camera_Parallel1(Camera* camera) {
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rwData->unk_26 = 1;
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rwData->unk_26 = 1;
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camera->animState = 1;
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camera->animState = 1;
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sCameraInterfaceFlags = roData->interfaceFlags;
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sCameraInterfaceFlags = roData->interfaceFlags;
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// @recomp Reset prev_targeting_held after transition.
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prev_targeting_held = false;
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break;
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break;
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}
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}
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// @recomp Change behavior for z-target only.
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if (camera_fixes) {
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if ((roData->interfaceFlags & (PARALLEL1_FLAG_3 | PARALLEL1_FLAG_2 | PARALLEL1_FLAG_1)) == PARALLEL1_FLAG_1) {
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Player* player = GET_PLAYER(camera->play);
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bool targeting_held = func_80123434(player) || player->lockOnActor != NULL;
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// @recomp Fix camera rotating with player if z-target gets released too fast after transition.
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if ((targeting_held) && (!prev_targeting_held)) {
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// @recomp Reset timer2 to avoid immediate rotation, if player presses, releases and presses z-target in a very short time-window.
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rwData->timer2 = 6;
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rwData->unk_1E = BINANG_ROT180(camera->focalActorPosRot.rot.y) + roData->unk_22;
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}
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// @recomp Maintain vanilla behavior for quitting z-target.
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if ((timer4 == 0) && (!targeting_held)) {
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rwData->timer2 = 0;
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}
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// @recomp Decrease timer4 only in cases where timer2 would be decreased.
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if ((timer4 > 0)
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&& (rwData->timer3 <= 0)) {
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timer4--;
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}
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prev_targeting_held = targeting_held;
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}
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}
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if (rwData->timer2 != 0) {
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if (rwData->timer2 != 0) {
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switch (roData->interfaceFlags & (PARALLEL1_FLAG_3 | PARALLEL1_FLAG_2 | PARALLEL1_FLAG_1)) {
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switch (roData->interfaceFlags & (PARALLEL1_FLAG_3 | PARALLEL1_FLAG_2 | PARALLEL1_FLAG_1)) {
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case PARALLEL1_FLAG_1:
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case PARALLEL1_FLAG_1:
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if (camera_fixes) {
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// @recomp Fix camera rotating with player if z-target gets released too fast after transition.
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if (isChargingDekuFlowerDive) {
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// @recomp Fix camera wiggle during dive into deku flower.
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rwData->unk_1E = BINANG_ROT180(camera->focalActorPosRot.rot.y) + roData->unk_22;
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}
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rwData->unk_20 = roData->unk_20;
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break;
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}
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// @recomp fallthrough
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case (PARALLEL1_FLAG_3 | PARALLEL1_FLAG_2 | PARALLEL1_FLAG_1):
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case (PARALLEL1_FLAG_3 | PARALLEL1_FLAG_2 | PARALLEL1_FLAG_1):
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rwData->unk_1E = BINANG_ROT180(camera->focalActorPosRot.rot.y) + roData->unk_22;
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rwData->unk_1E = BINANG_ROT180(camera->focalActorPosRot.rot.y) + roData->unk_22;
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rwData->unk_20 = roData->unk_20;
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rwData->unk_20 = roData->unk_20;
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@ -1400,10 +1459,20 @@ RECOMP_PATCH s32 Camera_Parallel1(Camera* camera) {
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func_800CBFA4(camera, at, eye, 3);
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func_800CBFA4(camera, at, eye, 3);
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}
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}
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if (rwData->timer2 != 0) {
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if (camera_fixes) {
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sUpdateCameraDirection = true;
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// @recomp Fix camera not updating input dir for the first few frames after transition.
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if ((isChargingDekuFlowerDive) && (rwData->timer2 != 0)) {
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// @recomp Fix camera wiggle during dive into deku flower.
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sUpdateCameraDirection = true;
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} else {
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sUpdateCameraDirection = false;
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}
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} else {
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} else {
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sUpdateCameraDirection = false;
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if (rwData->timer2 != 0) {
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sUpdateCameraDirection = true;
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} else {
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sUpdateCameraDirection = false;
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}
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}
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}
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}
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}
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@ -1412,6 +1481,9 @@ RECOMP_PATCH s32 Camera_Parallel1(Camera* camera) {
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camera->atLerpStepScale = Camera_ClampLerpScale(camera, sp72 ? roData->unk_1C : roData->unk_18);
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camera->atLerpStepScale = Camera_ClampLerpScale(camera, sp72 ? roData->unk_1C : roData->unk_18);
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rwData->unk_26 &= ~1;
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rwData->unk_26 &= ~1;
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// @recomp Save timer4 in unused bits of timer2.
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rwData->timer2 |= timer4 << 5;
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return 1;
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return 1;
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}
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}
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