Change how we reset the camera when bubbled/on star collection
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@ -3252,6 +3252,13 @@ void update_camera(struct Camera *c) {
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gLakituState.lastFrameAction = sMarioCamState->action;
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}
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void semi_reset_camera(struct Camera* c) {
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s16 oldMovementFlags = gCameraMovementFlags;
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reset_camera(c);
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// don't cause a reset of position/rotation
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gCameraMovementFlags = oldMovementFlags;
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}
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/**
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* Reset all the camera variables to their arcane defaults
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*/
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@ -687,6 +687,7 @@ void move_mario_head_c_up(UNUSED struct Camera *c);
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void transition_next_state(UNUSED struct Camera *c, s16 frames);
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void set_camera_mode(struct Camera *c, s16 mode, s16 frames);
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void update_camera(struct Camera *c);
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void semi_reset_camera(struct Camera* c);
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void reset_camera(struct Camera *c);
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void init_camera(struct Camera *c);
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void select_mario_cam_mode(void);
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@ -403,7 +403,7 @@ void mario_set_bubbled(struct MarioState* m) {
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gCutsceneTimer = 0;
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if (m->playerIndex == 0) {
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set_camera_mode(m->area->camera, m->area->camera->defMode, 1);
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semi_reset_camera(m->area->camera);
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}
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}
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@ -953,7 +953,7 @@ s32 act_bubbled(struct MarioState* m) {
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m->vel[2] = 0;
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m->marioObj->header.gfx.node.flags &= ~GRAPH_RENDER_INVISIBLE;
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if (m->playerIndex == 0) {
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set_camera_mode(m->area->camera, m->area->camera->defMode, 1);
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semi_reset_camera(m->area->camera);
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}
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return force_idle_state(m);
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}
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@ -710,7 +710,7 @@ void general_star_dance_handler(struct MarioState *m, s32 isInWater) {
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set_mario_action(m, isInWater ? ACT_WATER_IDLE : ACT_IDLE, 0);
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}
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if (gServerSettings.stayInLevelAfterStar) {
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reset_camera(m->area->camera);
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semi_reset_camera(m->area->camera);
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}
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}
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}
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