Fixed analog cam updating twice in Jump2 camera handler

This commit is contained in:
Mr-Wiseguy 2024-05-26 05:22:13 -04:00
parent cbd39ebb59
commit af2c8be6f6
2 changed files with 4 additions and 15 deletions

View file

@ -91,7 +91,7 @@ void update_analog_cam(Camera* c) {
analog_camera_pos.pitch = -0x16D0;
}
recomp_printf("analog cam pitch: %05X\n", analog_camera_pos.pitch);
// recomp_printf("analog cam pitch: %05X\n", analog_camera_pos.pitch);
}
}
@ -1008,17 +1008,6 @@ s32 Camera_Jump2(Camera* camera) {
camera->rUpdateRateInv = 100.0f;
}
// @recomp
if (recomp_analog_cam_enabled()) {
update_analog_cam(camera);
if (analog_cam_active) {
spB4.pitch = analog_camera_pos.pitch;
// spB4.r = analog_camera_pos.r;
spB4.yaw = analog_camera_pos.yaw;
}
}
spB4.pitch = CLAMP_MAX(spB4.pitch, DEG_TO_BINANG(60.43f));
spB4.pitch = CLAMP_MIN(spB4.pitch, -DEG_TO_BINANG(60.43f));

View file

@ -30,9 +30,9 @@ s32 func_80847190(PlayState* play, Player* this, s32 arg2) {
analog_y = CLAMP(analog_y, -60, 60);
}
recomp_printf("stick_x: %d stick_y: %d analog_x: %d analog_y: %d\n",
play->state.input[0].rel.stick_x, play->state.input[0].rel.stick_y,
analog_x, analog_y);
// recomp_printf("stick_x: %d stick_y: %d analog_x: %d analog_y: %d\n",
// play->state.input[0].rel.stick_x, play->state.input[0].rel.stick_y,
// analog_x, analog_y);
if (!func_800B7128(this) && !func_8082EF20(this) && !arg2) {
// @recomp Add in the analog camera Y input. Clamp to prevent moving the camera twice as fast if both sticks are held.