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Fixed analog cam updating twice in Jump2 camera handler
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cbd39ebb59
commit
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2 changed files with 4 additions and 15 deletions
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@ -91,7 +91,7 @@ void update_analog_cam(Camera* c) {
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analog_camera_pos.pitch = -0x16D0;
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}
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recomp_printf("analog cam pitch: %05X\n", analog_camera_pos.pitch);
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// recomp_printf("analog cam pitch: %05X\n", analog_camera_pos.pitch);
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}
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}
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@ -1008,17 +1008,6 @@ s32 Camera_Jump2(Camera* camera) {
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camera->rUpdateRateInv = 100.0f;
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}
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// @recomp
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if (recomp_analog_cam_enabled()) {
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update_analog_cam(camera);
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if (analog_cam_active) {
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spB4.pitch = analog_camera_pos.pitch;
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// spB4.r = analog_camera_pos.r;
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spB4.yaw = analog_camera_pos.yaw;
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}
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}
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spB4.pitch = CLAMP_MAX(spB4.pitch, DEG_TO_BINANG(60.43f));
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spB4.pitch = CLAMP_MIN(spB4.pitch, -DEG_TO_BINANG(60.43f));
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@ -30,9 +30,9 @@ s32 func_80847190(PlayState* play, Player* this, s32 arg2) {
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analog_y = CLAMP(analog_y, -60, 60);
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}
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recomp_printf("stick_x: %d stick_y: %d analog_x: %d analog_y: %d\n",
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play->state.input[0].rel.stick_x, play->state.input[0].rel.stick_y,
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analog_x, analog_y);
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// recomp_printf("stick_x: %d stick_y: %d analog_x: %d analog_y: %d\n",
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// play->state.input[0].rel.stick_x, play->state.input[0].rel.stick_y,
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// analog_x, analog_y);
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if (!func_800B7128(this) && !func_8082EF20(this) && !arg2) {
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// @recomp Add in the analog camera Y input. Clamp to prevent moving the camera twice as fast if both sticks are held.
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