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	Enabled camera controls while lock-on shielding.
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					 2 changed files with 4 additions and 2 deletions
				
			
		|  | @ -1496,7 +1496,6 @@ RECOMP_PATCH void Player_Action_18(Player* this, PlayState* play) { | |||
|         if (inverted_x) { | ||||
|             xStick = -xStick; | ||||
|         } | ||||
|         recomp_printf("Shielding X=%f, Y=%f\n", xStick, yStick); | ||||
|         var_a1 = (yStick * Math_CosS(temp_a0)) + (Math_SinS(temp_a0) * xStick); | ||||
|         temp_ft5 = (xStick * Math_CosS(temp_a0)) - (Math_SinS(temp_a0) * yStick); | ||||
| 
 | ||||
|  |  | |||
|  | @ -36,8 +36,11 @@ void controls_play_update(PlayState* play) { | |||
|     gSaveContext.options.zTargetSetting = recomp_get_targeting_mode(); | ||||
|      | ||||
|     Player* player = GET_PLAYER(play); | ||||
|     Camera* camera = GET_ACTIVE_CAM(play); | ||||
|      | ||||
|     recomp_get_mouse_deltas(&mouse_input_handler.delta_x, &mouse_input_handler.delta_y); | ||||
|     mouse_input_handler.crouch_shielding = player->stateFlags1 & PLAYER_STATE1_400000; | ||||
|     //mouse_input_handler.crouch_shielding = player->stateFlags1 == PLAYER_STATE1_400000;
 | ||||
|     mouse_input_handler.crouch_shielding = ((player->stateFlags1 == PLAYER_STATE1_400000) && !(camera->mode == CAM_MODE_TARGET || camera->mode == CAM_MODE_FOLLOWTARGET)); | ||||
| 
 | ||||
|     if (mouse_input_handler.crouch_shielding) { | ||||
|         mouse_input_handler.shield_pos_x -= mouse_input_handler.delta_x * 10.0f; | ||||
|  |  | |||
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