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	Added some more mode-specific camera interpolation logic
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					 1 changed files with 8 additions and 2 deletions
				
			
		|  | @ -47,14 +47,20 @@ void camera_post_play_update(PlayState* play) { | |||
| 
 | ||||
|             // Dedicated section for workarounds where the heuristic fails to detect the large amount of movements the camera does in these particular areas.
 | ||||
|             bool force_interpolation = false; | ||||
|             if (active_cam->setting == CAM_SET_NORMAL0 || active_cam->setting == CAM_SET_DUNGEON0) { | ||||
|             if (active_cam->setting == CAM_SET_BOSS_MAJORA) { | ||||
|                 // Majora's Mask final fight. All cameras should transition smoothly during this fight while not in a cutscene.
 | ||||
|                 force_interpolation = true; | ||||
|             } | ||||
|             else if (active_cam->setting == CAM_SET_NORMAL0 || active_cam->setting == CAM_SET_DUNGEON0) { | ||||
|                 force_interpolation = | ||||
|                     // Pirates' Fortress Moat. Pushing the switch that unlocks the fortress will cause very large camera movement.
 | ||||
|                     play->sceneId == SCENE_TORIDE || | ||||
|                     // Z-targetting an actor.
 | ||||
|                     active_cam->mode == CAM_MODE_FOLLOWTARGET || | ||||
|                     // Z-targetting nothing.
 | ||||
|                     active_cam->mode == CAM_MODE_TARGET; | ||||
|                     active_cam->mode == CAM_MODE_TARGET || | ||||
|                     // Z-targetting in battle.
 | ||||
|                     active_cam->mode == CAM_MODE_BATTLE; | ||||
|             } | ||||
|             // 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.
 | ||||
|             else if (active_cam->setting == CAM_SET_CONNECT0) { | ||||
|  |  | |||
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