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https://github.com/Zelda64Recomp/Zelda64Recomp.git
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Init auto cam when spike rolling
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2 changed files with 40 additions and 0 deletions
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@ -1884,6 +1884,10 @@ bool get_analog_cam_active() {
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return analog_cam_active;
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}
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void set_analog_cam_active(bool isActive) {
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analog_cam_active = isActive;
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}
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// Calling this will avoid analog cam taking over for the following game loop.
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// E.g. using left stick inputs while in a deku flower taking priority over right stick.
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void skip_analog_cam_once() {
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@ -2323,3 +2323,39 @@ void func_80855F9C(PlayState* play, Player* this) {
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Math_ScaledStepToS(&this->currentYaw, yawTarget, 0x258);
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}
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}
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extern void set_analog_cam_active(bool isActive);
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extern void Player_Action_4(Player* this, PlayState* play);
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extern s32 Player_SetAction(PlayState* play, Player* this, PlayerActionFunc actionFunc, s32 arg3);
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extern LinkAnimationHeader gPlayerAnim_pg_maru_change;
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s32 func_80857950(PlayState* play, Player* this) {
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// @recomp track if newly going from non-spike roll to spike roll (spike rolling when this->unk_B86[1] == 1)
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static bool wasOff = true;
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bool isOff = this->unk_B86[1] == 0;
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if (wasOff && !isOff) {
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// @recomp set analog cam to be active now that rolling has started
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set_analog_cam_active(false);
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}
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wasOff = isOff;
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// @recomp Manual relocation, TODO remove when automated.
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Input* player_control_input = *(Input**)KaleidoManager_GetRamAddr(&sPlayerControlInput);
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if (((this->unk_B86[1] == 0) && !CHECK_BTN_ALL(player_control_input->cur.button, BTN_A)) ||
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((this->av1.actionVar1 == 3) && (this->actor.velocity.y < 0.0f))) {
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// @recomp Manual relocation, TODO remove when automated.
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PlayerActionFunc Player_Action_4_reloc = KaleidoManager_GetRamAddr(Player_Action_4);
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Player_SetAction(play, this, Player_Action_4_reloc, 1);
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Math_Vec3f_Copy(&this->actor.world.pos, &this->actor.prevPos);
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PlayerAnimation_Change(play, &this->skelAnime, &gPlayerAnim_pg_maru_change, -2.0f / 3.0f, 7.0f, 0.0f,
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ANIMMODE_ONCE, 0.0f);
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Player_PlaySfx(this, NA_SE_PL_BALL_TO_GORON);
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wasOff = true;
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return true;
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}
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return false;
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}
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