Added camera interpolation workarounds for specific modes or scenes
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@ -4,6 +4,8 @@
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#include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h"
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#include "overlays/gamestates/ovl_file_choose/z_file_select.h"
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// #define PRINT_CAMERA_INFO
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static bool camera_interpolation_forced = false;
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static bool camera_skip_interpolation_forced = false;
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static bool camera_ignore_tracking = false;
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@ -36,6 +38,38 @@ void camera_post_play_update(PlayState* play) {
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}
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else {
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in_kaleido = false;
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if (play->activeCamId >= 0 && play->activeCamId < NUM_CAMS) {
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Camera *active_cam = play->cameraPtrs[play->activeCamId];
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#ifdef PRINT_CAMERA_INFO
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recomp_printf("active_cam->setting %d active_cam->mode %d play->sceneId %d\n", active_cam->setting, active_cam->mode, play->sceneId);
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#endif
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// Dedicated section for workarounds where the heuristic fails to detect the large amount of movements the camera does in these particular areas.
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bool force_interpolation = false;
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if (active_cam->setting == CAM_SET_NORMAL0 || active_cam->setting == CAM_SET_DUNGEON0) {
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force_interpolation =
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// Pirates' Fortress Moat. Pushing the switch that unlocks the fortress will cause very large camera movement.
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play->sceneId == SCENE_TORIDE ||
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// Z-targetting an actor.
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active_cam->mode == CAM_MODE_FOLLOWTARGET ||
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// Z-targetting nothing.
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active_cam->mode == CAM_MODE_TARGET;
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}
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// TODO: This setting claims "Smoothly and gradually return camera to Player after a cutscene "CONNECT0"". It might be worth it to enable this globally regardless of the scene.
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else if (active_cam->setting == CAM_SET_CONNECT0) {
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// Stone tower and inverted stone tower. The block puzzles will cause very large camera movement after they're activated.
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force_interpolation = play->sceneId == SCENE_F40 || play->sceneId == SCENE_F41;
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}
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else if (active_cam->setting == CAM_SET_FREE0) {
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// Cutscene after Majora fight. The camera zooms out while facing the moon with a very large movement.
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force_interpolation = play->sceneId == SCENE_00KEIKOKU && play->csCtx.scriptIndex == 0 && play->csCtx.curFrame <= 98 && gSaveContext.sceneLayer == 8;
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}
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if (force_interpolation) {
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force_camera_interpolation();
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}
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}
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}
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}
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