Make it so player 1 can control the credits camera
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@ -7382,15 +7382,12 @@ void reset_pan_distance(UNUSED struct Camera *c) {
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* Easter egg: the player 2 controller can move the camera's focus in the ending and credits.
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* Easter egg: the player 2 controller can move the camera's focus in the ending and credits.
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*/
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*/
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void player2_rotate_cam(struct Camera *c, s16 minPitch, s16 maxPitch, s16 minYaw, s16 maxYaw) {
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void player2_rotate_cam(struct Camera *c, s16 minPitch, s16 maxPitch, s16 minYaw, s16 maxYaw) {
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// disable for co-op
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return;
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f32 distCamToFocus;
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f32 distCamToFocus;
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s16 pitch, yaw, pitchCap;
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s16 pitch, yaw, pitchCap;
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// Change the camera rotation to match the 2nd player's stick
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// Change the camera rotation to match the 2nd player's stick
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approach_s16_asymptotic_bool(&sCreditsPlayer2Yaw, -(s16)(gPlayer2Controller->stickX * 250.f), 4);
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approach_s16_asymptotic_bool(&sCreditsPlayer2Yaw, -(s16)(gPlayer1Controller->stickX * 250.f), 4);
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approach_s16_asymptotic_bool(&sCreditsPlayer2Pitch, -(s16)(gPlayer2Controller->stickY * 265.f), 4);
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approach_s16_asymptotic_bool(&sCreditsPlayer2Pitch, -(s16)(gPlayer1Controller->stickY * 265.f), 4);
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vec3f_get_dist_and_angle(c->pos, c->focus, &distCamToFocus, &pitch, &yaw);
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vec3f_get_dist_and_angle(c->pos, c->focus, &distCamToFocus, &pitch, &yaw);
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pitchCap = 0x3800 - pitch; if (pitchCap < 0) {
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pitchCap = 0x3800 - pitch; if (pitchCap < 0) {
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