Skip to content

Commit

Permalink
Added some more mode-specific camera interpolation logic
Browse files Browse the repository at this point in the history
  • Loading branch information
Mr-Wiseguy committed May 6, 2024
1 parent 18be149 commit 4c3d48b
Showing 1 changed file with 8 additions and 2 deletions.
10 changes: 8 additions & 2 deletions patches/camera_transform_tagging.c
Original file line number Diff line number Diff line change
Expand Up @@ -47,14 +47,20 @@ void camera_post_play_update(PlayState* play) {

// Dedicated section for workarounds where the heuristic fails to detect the large amount of movements the camera does in these particular areas.
bool force_interpolation = false;
if (active_cam->setting == CAM_SET_NORMAL0 || active_cam->setting == CAM_SET_DUNGEON0) {
if (active_cam->setting == CAM_SET_BOSS_MAJORA) {
// Majora's Mask final fight. All cameras should transition smoothly during this fight while not in a cutscene.
force_interpolation = true;
}
else if (active_cam->setting == CAM_SET_NORMAL0 || active_cam->setting == CAM_SET_DUNGEON0) {
force_interpolation =
// Pirates' Fortress Moat. Pushing the switch that unlocks the fortress will cause very large camera movement.
play->sceneId == SCENE_TORIDE ||
// Z-targetting an actor.
active_cam->mode == CAM_MODE_FOLLOWTARGET ||
// Z-targetting nothing.
active_cam->mode == CAM_MODE_TARGET;
active_cam->mode == CAM_MODE_TARGET ||
// Z-targetting in battle.
active_cam->mode == CAM_MODE_BATTLE;
}
// TODO: This setting claims "Smoothly and gradually return camera to Player after a cutscene "CONNECT0"". It might be worth it to enable this globally regardless of the scene.
else if (active_cam->setting == CAM_SET_CONNECT0) {
Expand Down

0 comments on commit 4c3d48b

Please sign in to comment.