Fix camera reset bug (#499)

* Move camera down if hanging with romhack camera

* Fix camera reset bug

From issue #494

* Isaac's suggestions
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Sunk 2024-11-15 23:21:40 -05:00 committed by GitHub
parent 693a77078d
commit eb6183e87a
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GPG key ID: B5690EEEBB952194
2 changed files with 104 additions and 97 deletions

View file

@ -122,11 +122,12 @@ s16 newcam_saved_defmode = -1;
extern bool gDjuiInMainMenu;
///This is called at every level initialisation.
void newcam_init(struct Camera *c, UNUSED u8 dv) {
void newcam_init(struct Camera *c, u8 isSoftReset) {
newcam_tilt = 1500;
newcam_yaw = -c->yaw+0x4000; //Mario and the camera's yaw have this offset between them.
newcam_mode = NC_MODE_NORMAL;
///This here will dictate what modes the camera will start in at the beginning of a level. Below are some examples.
if (!isSoftReset) {
switch (gCurrLevelNum) {
case LEVEL_BITDW: newcam_yaw = 0x4000; /*newcam_mode = NC_MODE_8D;*/ newcam_tilt = 4000; break;
case LEVEL_BITFS: newcam_yaw = 0x4000; /*newcam_mode = NC_MODE_8D;*/ newcam_tilt = 4000; break;
@ -142,6 +143,7 @@ void newcam_init(struct Camera *c, UNUSED u8 dv) {
// clear these out when entering a new level to prevent "camera mode buffering"
newcam_saved_defmode = -1;
newcam_saved_mode = -1;
}
// this will be set in init_settings() if enabled
newcam_active = 0;

View file

@ -3506,6 +3506,7 @@ void init_camera(struct Camera *c) {
marioOffset[2] = 400.f;
// Set the camera's starting position or start a cutscene for certain levels
if (!sSoftResettingCamera) {
switch (gCurrLevelNum) {
case LEVEL_BOWSER_1:
#ifndef VERSION_JP
@ -3571,9 +3572,11 @@ void init_camera(struct Camera *c) {
vec3f_set(sFixedModeBasePosition, -2985.f, 478.f, -5568.f);
break;
}
if ((c->mode == CAMERA_MODE_8_DIRECTIONS) || c->mode == CAMERA_MODE_ROM_HACK) {
gCameraMovementFlags |= CAM_MOVE_ZOOMED_OUT;
}
switch (gCurrLevelArea) {
case AREA_SSL_EYEROK:
vec3f_set(marioOffset, 0.f, 500.f, -100.f);
@ -3599,10 +3602,10 @@ void init_camera(struct Camera *c) {
gLakituState.mode = CAMERA_MODE_RADIAL;
break;
}
}
if (sSoftResettingCamera) {
c->cutscene = 0;
sSoftResettingCamera = FALSE;
} else {
// Set the camera pos to marioOffset (relative to Mario), added to Mario's position
offset_rotated(c->pos, sMarioCamState->pos, marioOffset, sMarioCamState->faceAngle);
@ -3627,8 +3630,10 @@ void init_camera(struct Camera *c) {
c->yaw = gLakituState.yaw;
c->nextYaw = gLakituState.yaw;
newcam_init(c, 0);
newcam_init(c, sSoftResettingCamera);
newcam_init_settings();
sSoftResettingCamera = FALSE;
}
/**