mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-22 03:55:11 +00:00
Add first person functions to Lua
This commit is contained in:
parent
ac24f5878e
commit
ce987ef3dd
13 changed files with 191 additions and 82 deletions
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@ -62,7 +62,8 @@ in_files = [
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"src/game/level_update.h",
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"src/game/area.h",
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"src/engine/level_script.h",
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"src/game/ingame_menu.h"
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"src/game/ingame_menu.h",
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"src/game/first_person_cam.h"
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]
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override_allowed_functions = {
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@ -113,7 +114,8 @@ override_disallowed_functions = {
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"src/pc/lua/utils/smlua_level_utils.h": [ "smlua_level_util_reset" ],
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"src/pc/lua/utils/smlua_text_utils.h": [ "smlua_text_utils_reset_all" ],
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"src/pc/lua/utils/smlua_anim_utils.h": [ "smlua_anim_util_reset", "smlua_anim_util_register_animation" ],
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"src/pc/network/lag_compensation.h": [ "lag_compensation_clear", "lag_compensation_store" ]
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"src/pc/network/lag_compensation.h": [ "lag_compensation_clear", "lag_compensation_store" ],
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"src/game/first_person_cam.h": [ "first_person_update" ]
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}
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override_hide_functions = {
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@ -3997,6 +3997,22 @@ function stop_sounds_in_continuous_banks()
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-- ...
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end
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--- @return nil
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function first_person_reset()
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-- ...
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end
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--- @return boolean
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function get_first_person_enabled()
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-- ...
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end
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--- @param enable boolean
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--- @return nil
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function set_first_person_enabled(enable)
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-- ...
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end
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--- @return nil
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function reset_dialog_override_color()
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-- ...
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@ -8882,12 +8898,6 @@ function set_environment_region(index, value)
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-- ...
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end
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--- @param enable boolean
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--- @return nil
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function set_first_person_camera_enabled(enable)
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-- ...
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end
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--- @param index integer
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--- @param value integer
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--- @return nil
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@ -3242,6 +3242,68 @@
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<br />
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---
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# functions from first_person_cam.h
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<br />
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## [first_person_reset](#first_person_reset)
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### Lua Example
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`first_person_reset()`
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### Parameters
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- None
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### Returns
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- None
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### C Prototype
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`void first_person_reset(void);`
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[:arrow_up_small:](#)
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<br />
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## [get_first_person_enabled](#get_first_person_enabled)
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### Lua Example
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`local booleanValue = get_first_person_enabled()`
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### Parameters
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- None
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### Returns
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- `boolean`
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### C Prototype
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`bool get_first_person_enabled(void);`
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[:arrow_up_small:](#)
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<br />
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## [set_first_person_enabled](#set_first_person_enabled)
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### Lua Example
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`set_first_person_enabled(enable)`
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| enable | `boolean` |
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### Returns
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- None
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### C Prototype
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`void set_first_person_enabled(bool enable);`
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[:arrow_up_small:](#)
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<br />
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---
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# functions from ingame_menu.h
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@ -1483,26 +1483,6 @@
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<br />
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## [set_first_person_camera_enabled](#set_first_person_camera_enabled)
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### Lua Example
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`set_first_person_camera_enabled(enable)`
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### Parameters
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| Field | Type |
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| ----- | ---- |
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| enable | `boolean` |
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### Returns
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- None
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### C Prototype
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`void set_first_person_camera_enabled(bool enable);`
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[:arrow_up_small:](#)
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<br />
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## [set_fog_color](#set_fog_color)
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### Lua Example
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@ -798,6 +798,13 @@
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<br />
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- first_person_cam.h
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- [first_person_reset](functions-3.md#first_person_reset)
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- [get_first_person_enabled](functions-3.md#get_first_person_enabled)
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- [set_first_person_enabled](functions-3.md#set_first_person_enabled)
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<br />
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- ingame_menu.h
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- [reset_dialog_override_color](functions-3.md#reset_dialog_override_color)
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- [reset_dialog_override_pos](functions-3.md#reset_dialog_override_pos)
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@ -1659,7 +1666,6 @@
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- [save_file_get_using_backup_slot](functions-5.md#save_file_get_using_backup_slot)
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- [save_file_set_using_backup_slot](functions-5.md#save_file_set_using_backup_slot)
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- [set_environment_region](functions-5.md#set_environment_region)
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- [set_first_person_camera_enabled](functions-5.md#set_first_person_camera_enabled)
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- [set_fog_color](functions-5.md#set_fog_color)
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- [set_fog_intensity](functions-5.md#set_fog_intensity)
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- [set_got_file_coin_hi_score](functions-5.md#set_got_file_coin_hi_score)
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@ -105,6 +105,8 @@ __**NOTE**__: The fields in this struct are not synced and are meant to be chang
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## [gFirstPersonCamera](#gFirstPersonCamera)
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`gFirstPersonCamera`'s fields are listed in [FirstPersonCamera](structs.md#FirstPersonCamera).
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__**NOTE**__: `gFirstPersonCamera.enabled` returns whether or not first person is enabled at all. `get_first_person_enabled()` also accounts for certain conditions that make the camera exit first person mode and will return `false` if so.
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[:arrow_up_small:](#)
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<br />
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@ -3194,7 +3194,7 @@ void update_camera(struct Camera *c) {
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gCamera = c;
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update_camera_hud_status(c);
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if ((gOverrideFreezeCamera || update_first_person()) && !gDjuiInMainMenu) {
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if ((gOverrideFreezeCamera || first_person_update()) && !gDjuiInMainMenu) {
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return;
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}
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@ -29,10 +29,30 @@ struct FirstPersonCamera gFirstPersonCamera = {
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extern s16 gMenuMode;
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/**
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* A mode that implements an first person player camera. (referenced from Gun Mod v3)
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*/
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void update_first_person_camera(void) {
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bool first_person_check_cancels(void) {
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struct MarioState *m = &gMarioStates[0];
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if (m->action == ACT_FIRST_PERSON || m->action == ACT_IN_CANNON || m->action == ACT_READING_NPC_DIALOG || m->action == ACT_DISAPPEARED) {
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return true;
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}
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struct Object *bowser = find_object_with_behavior(bhvBowser);
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if (bowser != NULL && (bowser->oAction == 5 || bowser->oAction == 6)) {
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return true;
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}
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return false;
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}
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bool get_first_person_enabled(void) {
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return gFirstPersonCamera.enabled && !first_person_check_cancels();
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}
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void set_first_person_enabled(bool enable) {
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if (gFirstPersonCamera.enabled && !enable) { gFOVState.fov = 45.0f; }
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gFirstPersonCamera.enabled = enable;
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}
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void first_person_camera_update(void) {
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struct MarioState *m = &gMarioStates[0];
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f32 sensX = 0.3f * camera_config_get_x_sensitivity();
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f32 sensY = 0.4f * camera_config_get_y_sensitivity();
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@ -59,8 +79,8 @@ void update_first_person_camera(void) {
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// fix yaw for some specific actions
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// if the left stick is held, use Mario's yaw to set the camera's yaw
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// otherwise, set Mario's yaw to the camera's yaw
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u32 actions[] = { ACT_HOLDING_BOWSER, ACT_TORNADO_TWIRLING, ACT_FLAG_ON_POLE, ACT_FLAG_SWIMMING, ACT_FLAG_SWIMMING_OR_FLYING };
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for (s32 i = 0; i < 4; i++) {
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u32 actions[] = { ACT_FLYING, ACT_HOLDING_BOWSER, ACT_TORNADO_TWIRLING, ACT_FLAG_ON_POLE, ACT_FLAG_SWIMMING, ACT_FLAG_SWIMMING_OR_FLYING };
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for (s32 i = 0; i < 6; i++) {
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u32 flag = actions[i];
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if ((m->action & flag) == flag) {
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if (ABS(m->controller->stickX) > 4) {
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@ -118,7 +138,7 @@ void update_first_person_camera(void) {
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gFOVState.fov = gFirstPersonCamera.fov;
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}
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bool update_first_person(void) {
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bool first_person_update(void) {
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if (gFirstPersonCamera.enabled && !gDjuiInMainMenu) {
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if (gCurrActNum == 99) {
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return false;
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@ -127,19 +147,8 @@ bool update_first_person(void) {
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struct MarioState *m = &gMarioStates[0];
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// check cancels
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if (m->action == ACT_FIRST_PERSON || m->action == ACT_IN_CANNON || m->action == ACT_READING_NPC_DIALOG) {
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gFOVState.fov = 45.0f;
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return false;
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}
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if (m->action == ACT_DISAPPEARED) {
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gFOVState.fov = 45.0f;
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return false;
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}
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struct Object *bowser = find_object_with_behavior(bhvBowser);
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if (bowser != NULL && (bowser->oAction == 5 || bowser->oAction == 6)) {
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gFOVState.fov = 45.0f;
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return false;
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}
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bool cancel = first_person_check_cancels();
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if (cancel) { return false; }
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if (m->action == ACT_SHOT_FROM_CANNON && m->area->camera->mode == CAMERA_MODE_INSIDE_CANNON) {
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gFirstPersonCamera.yaw = m->faceAngle[1] + 0x8000;
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@ -160,7 +169,7 @@ bool update_first_person(void) {
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vec3f_sum(m->marioObj->header.gfx.pos, m->pos, camDir);
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}
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update_first_person_camera();
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first_person_camera_update();
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return true;
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} else if (!camera_config_is_mouse_look_enabled()) {
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@ -169,3 +178,9 @@ bool update_first_person(void) {
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return false;
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}
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void first_person_reset(void) {
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gFirstPersonCamera.pitch = 0;
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gFirstPersonCamera.yaw = 0;
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gFirstPersonCamera.crouch = 0;
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}
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@ -16,6 +16,10 @@ struct FirstPersonCamera {
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extern struct FirstPersonCamera gFirstPersonCamera;
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bool update_first_person(void);
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bool get_first_person_enabled(void);
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void set_first_person_enabled(bool enable);
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bool first_person_update(void);
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void first_person_reset(void);
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#endif
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@ -42,6 +42,7 @@
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#include "src/game/area.h"
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#include "src/engine/level_script.h"
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#include "src/game/ingame_menu.h"
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#include "src/game/first_person_cam.h"
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////////////
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@ -13164,6 +13165,57 @@ int smlua_func_stop_sounds_in_continuous_banks(UNUSED lua_State* L) {
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return 1;
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}
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////////////////////////
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// first_person_cam.h //
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////////////////////////
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int smlua_func_first_person_reset(UNUSED lua_State* L) {
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if (L == NULL) { return 0; }
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int top = lua_gettop(L);
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if (top != 0) {
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LOG_LUA_LINE("Improper param count for '%s': Expected %u, Received %u", "first_person_reset", 0, top);
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return 0;
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}
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first_person_reset();
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return 1;
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}
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int smlua_func_get_first_person_enabled(UNUSED lua_State* L) {
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if (L == NULL) { return 0; }
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int top = lua_gettop(L);
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if (top != 0) {
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LOG_LUA_LINE("Improper param count for '%s': Expected %u, Received %u", "get_first_person_enabled", 0, top);
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return 0;
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}
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lua_pushboolean(L, get_first_person_enabled());
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return 1;
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}
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int smlua_func_set_first_person_enabled(lua_State* L) {
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if (L == NULL) { return 0; }
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int top = lua_gettop(L);
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if (top != 1) {
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LOG_LUA_LINE("Improper param count for '%s': Expected %u, Received %u", "set_first_person_enabled", 1, top);
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return 0;
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}
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bool enable = smlua_to_boolean(L, 1);
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if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 1, "set_first_person_enabled"); return 0; }
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set_first_person_enabled(enable);
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return 1;
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}
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///////////////////
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// ingame_menu.h //
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///////////////////
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@ -29262,23 +29314,6 @@ int smlua_func_set_environment_region(lua_State* L) {
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return 1;
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}
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int smlua_func_set_first_person_camera_enabled(lua_State* L) {
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if (L == NULL) { return 0; }
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int top = lua_gettop(L);
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if (top != 1) {
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LOG_LUA_LINE("Improper param count for '%s': Expected %u, Received %u", "set_first_person_camera_enabled", 1, top);
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return 0;
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}
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bool enable = smlua_to_boolean(L, 1);
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if (!gSmLuaConvertSuccess) { LOG_LUA("Failed to convert parameter %u for function '%s'", 1, "set_first_person_camera_enabled"); return 0; }
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set_first_person_camera_enabled(enable);
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return 1;
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}
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int smlua_func_set_fog_color(lua_State* L) {
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if (L == NULL) { return 0; }
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@ -31979,6 +32014,11 @@ void smlua_bind_functions_autogen(void) {
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smlua_bind_function(L, "stop_sounds_from_source", smlua_func_stop_sounds_from_source);
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smlua_bind_function(L, "stop_sounds_in_continuous_banks", smlua_func_stop_sounds_in_continuous_banks);
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// first_person_cam.h
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smlua_bind_function(L, "first_person_reset", smlua_func_first_person_reset);
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smlua_bind_function(L, "get_first_person_enabled", smlua_func_get_first_person_enabled);
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smlua_bind_function(L, "set_first_person_enabled", smlua_func_set_first_person_enabled);
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// ingame_menu.h
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smlua_bind_function(L, "reset_dialog_override_color", smlua_func_reset_dialog_override_color);
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smlua_bind_function(L, "reset_dialog_override_pos", smlua_func_reset_dialog_override_pos);
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@ -32791,7 +32831,6 @@ void smlua_bind_functions_autogen(void) {
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smlua_bind_function(L, "save_file_get_using_backup_slot", smlua_func_save_file_get_using_backup_slot);
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smlua_bind_function(L, "save_file_set_using_backup_slot", smlua_func_save_file_set_using_backup_slot);
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smlua_bind_function(L, "set_environment_region", smlua_func_set_environment_region);
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smlua_bind_function(L, "set_first_person_camera_enabled", smlua_func_set_first_person_camera_enabled);
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smlua_bind_function(L, "set_fog_color", smlua_func_set_fog_color);
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smlua_bind_function(L, "set_fog_intensity", smlua_func_set_fog_intensity);
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smlua_bind_function(L, "set_got_file_coin_hi_score", smlua_func_set_got_file_coin_hi_score);
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@ -628,13 +628,6 @@ void set_override_envfx(s32 envfx) {
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///
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void set_first_person_camera_enabled(bool enable) {
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if (gFirstPersonCamera.enabled && !enable) { gFOVState.fov = 45.0f; }
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gFirstPersonCamera.enabled = enable;
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}
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///
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const char* get_os_name(void) {
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#if defined(_WIN32) || defined(_WIN64)
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return "Windows";
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@ -155,8 +155,6 @@ struct DateTime* get_date_and_time(void);
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u16 get_envfx(void);
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void set_override_envfx(s32 envfx);
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void set_first_person_camera_enabled(bool enable);
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const char* get_os_name(void);
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#endif
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@ -703,10 +703,8 @@ void network_shutdown(bool sendLeaving, bool exiting, bool popup, bool reconnect
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cnt->extStickY = 0;
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gFirstPersonCamera.enabled = false;
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gFirstPersonCamera.pitch = 0;
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gFirstPersonCamera.yaw = 0;
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gFirstPersonCamera.crouch = 0;
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gFirstPersonCamera.fov = FIRST_PERSON_DEFAULT_FOV;
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first_person_reset();
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extern void save_file_load_all(UNUSED u8 reload);
|
||||
save_file_load_all(TRUE);
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||||
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Reference in a new issue