279 Adjusted autocam/analog cam behavior while inside of a deku flower or when spike rolling
This commit is contained in:
parent
8319d97ad1
commit
7e1134dc17
|
@ -8,6 +8,7 @@
|
|||
static bool prev_analog_cam_active = false;
|
||||
static bool can_use_analog_cam = 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 };
|
||||
|
||||
|
@ -62,6 +63,11 @@ void update_analog_cam(Camera* c) {
|
|||
analog_cam_active = true;
|
||||
}
|
||||
|
||||
if (analog_cam_skip_once) {
|
||||
analog_cam_active = false;
|
||||
analog_cam_skip_once = false;
|
||||
}
|
||||
|
||||
// Record the Z targeting state.
|
||||
prev_targeting_held = targeting_held;
|
||||
|
||||
|
@ -1873,3 +1879,18 @@ void analog_cam_post_play_update(PlayState* play) {
|
|||
active_cam->inputDir.y = analog_camera_pos.yaw + DEG_TO_BINANG(180);
|
||||
}
|
||||
}
|
||||
|
||||
bool get_analog_cam_active() {
|
||||
return analog_cam_active;
|
||||
}
|
||||
|
||||
void set_analog_cam_active(bool is_active) {
|
||||
analog_cam_active = is_active;
|
||||
}
|
||||
|
||||
// Calling this will avoid analog cam taking over for the following game loop.
|
||||
// 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;
|
||||
}
|
|
@ -2527,3 +2527,65 @@ void AudioOcarina_CheckSongsWithoutMusicStaff(void) {
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
extern s32 Player_GetMovementSpeedAndYaw(Player* this, f32* outSpeedTarget, s16* outYawTarget, f32 speedMode,
|
||||
PlayState* play);
|
||||
extern bool get_analog_cam_active();
|
||||
extern void skip_analog_cam_once();
|
||||
|
||||
// @recomp Updates yaw while inside of deku flower.
|
||||
void func_80855F9C(PlayState* play, Player* this) {
|
||||
f32 speedTarget;
|
||||
s16 yawTarget;
|
||||
|
||||
this->stateFlags2 |= PLAYER_STATE2_20;
|
||||
Player_GetMovementSpeedAndYaw(this, &speedTarget, &yawTarget, 0.018f, play);
|
||||
|
||||
// @recomp If left stick inputs are occurring, prevent analog cam.
|
||||
if ((play->state.input[0].rel.stick_y != 0 || play->state.input[0].rel.stick_x != 0)) {
|
||||
skip_analog_cam_once();
|
||||
}
|
||||
|
||||
if (get_analog_cam_active()) {
|
||||
// @recomp set current yaw to active camera's yaw.
|
||||
this->currentYaw = Camera_GetInputDirYaw(GET_ACTIVE_CAM(play));
|
||||
} else {
|
||||
Math_ScaledStepToS(&this->currentYaw, yawTarget, 0x258);
|
||||
}
|
||||
}
|
||||
|
||||
extern void set_analog_cam_active(bool isActive);
|
||||
extern void Player_Action_4(Player* this, PlayState* play);
|
||||
extern s32 Player_SetAction(PlayState* play, Player* this, PlayerActionFunc actionFunc, s32 arg3);
|
||||
extern LinkAnimationHeader gPlayerAnim_pg_maru_change;
|
||||
|
||||
s32 func_80857950(PlayState* play, Player* this) {
|
||||
// @recomp track if newly going from non-spike roll to spike roll (spike rolling when this->unk_B86[1] == 1)
|
||||
static bool wasOff = true;
|
||||
bool isOff = this->unk_B86[1] == 0;
|
||||
if (wasOff && !isOff) {
|
||||
// @recomp set analog cam to be active now that rolling has started
|
||||
set_analog_cam_active(false);
|
||||
}
|
||||
wasOff = isOff;
|
||||
|
||||
// @recomp Manual relocation, TODO remove when automated.
|
||||
Input* player_control_input = *(Input**)KaleidoManager_GetRamAddr(&sPlayerControlInput);
|
||||
|
||||
if (((this->unk_B86[1] == 0) && !CHECK_BTN_ALL(player_control_input->cur.button, BTN_A)) ||
|
||||
((this->av1.actionVar1 == 3) && (this->actor.velocity.y < 0.0f))) {
|
||||
|
||||
// @recomp Manual relocation, TODO remove when automated.
|
||||
PlayerActionFunc Player_Action_4_reloc = KaleidoManager_GetRamAddr(Player_Action_4);
|
||||
Player_SetAction(play, this, Player_Action_4_reloc, 1);
|
||||
|
||||
Math_Vec3f_Copy(&this->actor.world.pos, &this->actor.prevPos);
|
||||
PlayerAnimation_Change(play, &this->skelAnime, &gPlayerAnim_pg_maru_change, -2.0f / 3.0f, 7.0f, 0.0f,
|
||||
ANIMMODE_ONCE, 0.0f);
|
||||
Player_PlaySfx(this, NA_SE_PL_BALL_TO_GORON);
|
||||
wasOff = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue