Unrevert the bettercamera update but this time actually fix it
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@ -74,9 +74,9 @@ struct newcam_hardpos newcam_fixedcam[] =
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#endif // noaccel
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s16 newcam_yaw; //Z axis rotation
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s8 newcam_yaw_acc;
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s16 newcam_yaw_acc;
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s16 newcam_tilt = 1500; //Y axis rotation
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s8 newcam_tilt_acc;
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s16 newcam_tilt_acc;
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u16 newcam_distance = 750; //The distance the camera stays from the player
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u16 newcam_distance_target = 750; //The distance the player camera tries to reach.
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f32 newcam_pos_target[3]; //The position the camera is basing calculations off. *usually* Mario.
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@ -187,13 +187,20 @@ void newcam_diagnostics(void)
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print_text_fmt_int(32,32,"DISTANCE %d",newcam_distance);
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}
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static s16 newcam_adjust_value(s16 var, s16 val)
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static s16 newcam_adjust_value(s16 var, s16 val, s16 max)
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{
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if (val > 0)
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{
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var += val;
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if (var > 100)
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var = 100;
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if (var < -100)
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var = -100;
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if (var > max)
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var = max;
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}
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else if (val < 0)
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{
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var += val;
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if (var < max)
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var = max;
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}
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return var;
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}
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@ -233,6 +240,8 @@ static int ivrt(u8 axis)
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static void newcam_rotate_button(void)
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{
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f32 intendedXMag;
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f32 intendedYMag;
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if ((newcam_modeflags & NC_FLAG_8D || newcam_modeflags & NC_FLAG_4D) && newcam_modeflags & NC_FLAG_XTURN) //8 directional camera rotation input for buttons.
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{
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if ((gPlayer1Controller->buttonPressed & L_CBUTTONS) && newcam_analogue == 0)
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@ -263,27 +272,33 @@ static void newcam_rotate_button(void)
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if (newcam_modeflags & NC_FLAG_XTURN)
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{
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if ((gPlayer1Controller->buttonDown & L_CBUTTONS) && newcam_analogue == 0)
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newcam_yaw_acc = newcam_adjust_value(newcam_yaw_acc,accel);
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newcam_yaw_acc = newcam_adjust_value(newcam_yaw_acc,accel, 100);
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else if ((gPlayer1Controller->buttonDown & R_CBUTTONS) && newcam_analogue == 0)
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newcam_yaw_acc = newcam_adjust_value(newcam_yaw_acc,-accel);
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newcam_yaw_acc = newcam_adjust_value(newcam_yaw_acc,-accel, -100);
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else
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if (!newcam_analogue)
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{
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#ifdef noaccel
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newcam_yaw_acc = 0;
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#else
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newcam_yaw_acc -= (newcam_yaw_acc*newcam_degrade);
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#endif
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}
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}
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if (gPlayer1Controller->buttonDown & U_CBUTTONS && newcam_modeflags & NC_FLAG_YTURN && newcam_analogue == 0)
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newcam_tilt_acc = newcam_adjust_value(newcam_tilt_acc,accel);
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newcam_tilt_acc = newcam_adjust_value(newcam_tilt_acc,accel, 100);
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else if (gPlayer1Controller->buttonDown & D_CBUTTONS && newcam_modeflags & NC_FLAG_YTURN && newcam_analogue == 0)
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newcam_tilt_acc = newcam_adjust_value(newcam_tilt_acc,-accel);
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newcam_tilt_acc = newcam_adjust_value(newcam_tilt_acc,-accel, -100);
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else
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if (!newcam_analogue)
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{
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#ifdef noaccel
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newcam_tilt_acc = 0;
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#else
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newcam_tilt_acc -= (newcam_tilt_acc*newcam_degrade);
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#endif
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}
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newcam_framessincec[0] += 1;
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newcam_framessincec[1] += 1;
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@ -315,6 +330,8 @@ static void newcam_rotate_button(void)
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if (newcam_analogue == 1) //There's not much point in keeping this behind a check, but it wouldn't hurt, just incase any 2player shenanigans ever happen, it makes it easy to disable.
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{ //The joystick values cap at 80, so divide by 8 to get the same net result at maximum turn as the button
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intendedXMag = gPlayer2Controller->stickX*1.25;
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intendedYMag = gPlayer2Controller->stickY*1.25;
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if (ABS(gPlayer2Controller->stickX) > 20 && newcam_modeflags & NC_FLAG_XTURN)
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{
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if (newcam_modeflags & NC_FLAG_8D)
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@ -343,17 +360,25 @@ static void newcam_rotate_button(void)
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}
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}
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else
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newcam_yaw_acc = newcam_adjust_value(newcam_yaw_acc,(-gPlayer2Controller->stickX/4));
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{
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newcam_yaw_acc = newcam_adjust_value(newcam_yaw_acc,-gPlayer2Controller->stickX/8, intendedXMag);
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}
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}
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else
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if (newcam_analogue)
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{
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newcam_cstick_down = 0;
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newcam_yaw_acc -= (newcam_yaw_acc*newcam_degrade);
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}
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if (ABS(gPlayer2Controller->stickY) > 20 && newcam_modeflags & NC_FLAG_YTURN)
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newcam_tilt_acc = newcam_adjust_value(newcam_tilt_acc,(-gPlayer2Controller->stickY/4));
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newcam_tilt_acc = newcam_adjust_value(newcam_tilt_acc,-gPlayer2Controller->stickY/8, intendedYMag);
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else
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if (newcam_analogue)
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{
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newcam_tilt_acc -= (newcam_tilt_acc*newcam_degrade);
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}
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}
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if (newcam_mouse == 1)
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{
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@ -414,9 +439,9 @@ static void newcam_update_values(void)
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{//For tilt, this just limits it so it doesn't go further than 90 degrees either way. 90 degrees is actually 16384, but can sometimes lead to issues, so I just leave it shy of 90.
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u8 waterflag = 0;
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if (newcam_modeflags & NC_FLAG_XTURN)
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newcam_yaw += (ivrt(0)*(newcam_yaw_acc*(newcam_sensitivityX/10)));
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newcam_yaw += ((ivrt(0)*(newcam_yaw_acc*(newcam_sensitivityX/10))));
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if (((newcam_tilt < 12000 && newcam_tilt_acc*ivrt(1) > 0) || (newcam_tilt > -12000 && newcam_tilt_acc*ivrt(1) < 0)) && newcam_modeflags & NC_FLAG_YTURN)
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newcam_tilt += (ivrt(1)*(newcam_tilt_acc*(newcam_sensitivityY/10)));
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newcam_tilt += ((ivrt(1)*(newcam_tilt_acc*(newcam_sensitivityY/10))));
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else
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{
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if (newcam_tilt > 12000)
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