1
0
Fork 0
mirror of https://github.com/zeldaret/oot.git synced 2025-07-14 03:44:34 +00:00

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
This commit is contained in:
engineer124 2023-11-19 12:17:32 +11:00 committed by GitHub
parent d1df4e4c7e
commit 81a3c3da32
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
37 changed files with 531 additions and 461 deletions

View file

@ -1530,7 +1530,7 @@ s32 CutsceneCmd_UpdateCamEyeSpline(PlayState* play, CutsceneContext* csCtx, u8*
csCtx->camEyeSplinePointsAppliedFrame = cmd->startFrame;
if (gUseCutsceneCam) {
Play_ChangeCameraSetting(play, csCtx->subCamId, CAM_SET_CS_0);
Play_RequestCameraSetting(play, csCtx->subCamId, CAM_SET_CS_0);
Play_ChangeCameraStatus(play, sReturnToCamId, CAM_STAT_WAIT);
Play_ChangeCameraStatus(play, csCtx->subCamId, CAM_STAT_ACTIVE);
Camera_ResetAnim(Play_GetCamera(play, csCtx->subCamId));
@ -1569,7 +1569,7 @@ s32 CutsceneCmd_UpdateCamAtSpline(PlayState* play, CutsceneContext* csCtx, u8* s
gCamAtSplinePointsAppliedFrame = cmd->startFrame;
if (gUseCutsceneCam) {
Play_ChangeCameraSetting(play, csCtx->subCamId, CAM_SET_CS_0);
Play_RequestCameraSetting(play, csCtx->subCamId, CAM_SET_CS_0);
Play_ChangeCameraStatus(play, sReturnToCamId, CAM_STAT_WAIT);
Play_ChangeCameraStatus(play, csCtx->subCamId, CAM_STAT_ACTIVE);
Camera_ResetAnim(Play_GetCamera(play, csCtx->subCamId));
@ -1616,7 +1616,7 @@ s32 CutsceneCmd_SetCamEye(PlayState* play, CutsceneContext* csCtx, u8* script, u
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(play, csCtx->subCamId, CAM_STAT_ACTIVE);
Play_ChangeCameraSetting(play, csCtx->subCamId, CAM_SET_FREE0);
Play_RequestCameraSetting(play, csCtx->subCamId, CAM_SET_FREE0);
roll = csCtx->camAtPoints->cameraRoll * 1.40625f;
Camera_SetViewParam(subCam, CAM_VIEW_ROLL, &roll);
@ -1664,7 +1664,7 @@ s32 CutsceneCmd_SetCamAt(PlayState* play, CutsceneContext* csCtx, u8* script, u8
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(play, csCtx->subCamId, CAM_STAT_ACTIVE);
Play_ChangeCameraSetting(play, csCtx->subCamId, CAM_SET_FREE0);
Play_RequestCameraSetting(play, csCtx->subCamId, CAM_SET_FREE0);
at.x = csCtx->camAtPoints->pos.x;
at.y = csCtx->camAtPoints->pos.y;
@ -2254,7 +2254,7 @@ void CutsceneHandler_StopScript(PlayState* play, CutsceneContext* csCtx) {
Play_ChangeCameraStatus(play, sReturnToCamId, CAM_STAT_ACTIVE);
Play_ClearCamera(play, csCtx->subCamId);
func_8005B1A4(play->cameraPtrs[sReturnToCamId]);
Camera_SetFinishedFlag(play->cameraPtrs[sReturnToCamId]);
}
Audio_SetCutsceneFlag(0);