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More Camera Flags (#1453)
* Generic Camera Flags * New flag names * Add flags to functions * Finish flag docs * More docs * More cleanup * More clarity * Better shrinkwindow flag docs * Improve name * CAM_INTERFACE_FLAGS * Better approach to edge cases * Change ordering for consistency * Oops * Add masks to macro * PR/Discord discussions * cleanup comment * Oops * PR Suggestions * More PR Feedback * More PR Suggestions * More Camera Flags * PR Suggestions * More flag style change * Small cleanup * More flag docs * Another flag * Fix flags * sync names with other PRs * more fixes * fix comments * update with hud visibility mode docs * missed one * fix comments * Roman PR Suggestions * interfaceField * small fix * letterbox cleanup * cleanup * fix macro arg * fix func declaration * many more docs * better docs? * missed some * oops, revert * add flags to name * cleanup * flag * double signal * simplify cam func name * more suggestions * PR Suggestion
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37 changed files with 531 additions and 461 deletions
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@ -1530,7 +1530,7 @@ s32 CutsceneCmd_UpdateCamEyeSpline(PlayState* play, CutsceneContext* csCtx, u8*
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csCtx->camEyeSplinePointsAppliedFrame = cmd->startFrame;
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if (gUseCutsceneCam) {
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Play_ChangeCameraSetting(play, csCtx->subCamId, CAM_SET_CS_0);
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Play_RequestCameraSetting(play, csCtx->subCamId, CAM_SET_CS_0);
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Play_ChangeCameraStatus(play, sReturnToCamId, CAM_STAT_WAIT);
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Play_ChangeCameraStatus(play, csCtx->subCamId, CAM_STAT_ACTIVE);
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Camera_ResetAnim(Play_GetCamera(play, csCtx->subCamId));
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@ -1569,7 +1569,7 @@ s32 CutsceneCmd_UpdateCamAtSpline(PlayState* play, CutsceneContext* csCtx, u8* s
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gCamAtSplinePointsAppliedFrame = cmd->startFrame;
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if (gUseCutsceneCam) {
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Play_ChangeCameraSetting(play, csCtx->subCamId, CAM_SET_CS_0);
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Play_RequestCameraSetting(play, csCtx->subCamId, CAM_SET_CS_0);
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Play_ChangeCameraStatus(play, sReturnToCamId, CAM_STAT_WAIT);
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Play_ChangeCameraStatus(play, csCtx->subCamId, CAM_STAT_ACTIVE);
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Camera_ResetAnim(Play_GetCamera(play, csCtx->subCamId));
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@ -1616,7 +1616,7 @@ s32 CutsceneCmd_SetCamEye(PlayState* play, CutsceneContext* csCtx, u8* script, u
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Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
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Play_ChangeCameraStatus(play, csCtx->subCamId, CAM_STAT_ACTIVE);
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Play_ChangeCameraSetting(play, csCtx->subCamId, CAM_SET_FREE0);
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Play_RequestCameraSetting(play, csCtx->subCamId, CAM_SET_FREE0);
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roll = csCtx->camAtPoints->cameraRoll * 1.40625f;
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Camera_SetViewParam(subCam, CAM_VIEW_ROLL, &roll);
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@ -1664,7 +1664,7 @@ s32 CutsceneCmd_SetCamAt(PlayState* play, CutsceneContext* csCtx, u8* script, u8
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Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
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Play_ChangeCameraStatus(play, csCtx->subCamId, CAM_STAT_ACTIVE);
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Play_ChangeCameraSetting(play, csCtx->subCamId, CAM_SET_FREE0);
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Play_RequestCameraSetting(play, csCtx->subCamId, CAM_SET_FREE0);
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at.x = csCtx->camAtPoints->pos.x;
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at.y = csCtx->camAtPoints->pos.y;
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@ -2254,7 +2254,7 @@ void CutsceneHandler_StopScript(PlayState* play, CutsceneContext* csCtx) {
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Play_ChangeCameraStatus(play, sReturnToCamId, CAM_STAT_ACTIVE);
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Play_ClearCamera(play, csCtx->subCamId);
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func_8005B1A4(play->cameraPtrs[sReturnToCamId]);
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Camera_SetFinishedFlag(play->cameraPtrs[sReturnToCamId]);
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}
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Audio_SetCutsceneFlag(0);
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