Added define for parallel lakitu cam / aglab cam

This commit is contained in:
Reonu
2021-07-17 18:19:32 +01:00
parent d11488b1a0
commit a6565d6508
2 changed files with 19 additions and 1 deletions

View File

@@ -66,7 +66,7 @@
#define CASTLE_MUSIC_FIX
// Remove course specific camera processing
#define CAMERA_FIX
// Change the movement speed when hanging from a ceiling
// Change the movement speed when hanging from a ceiling (the vanilla value is 4.f)
#define HANGING_SPEED 12.f
// Makes Mario face the direction of the analog stick directly while hanging from a ceiling, without doing "semicircles"
#define TIGHTER_HANGING_CONTROLS
@@ -90,6 +90,8 @@
//#define KEEP_MARIO_HEAD
// Makes the coins ia8 64x64 instead of ia16 32x32. Uses new ia8 textures so that vanilla coins look better.
#define IA8_COINS
// Enables "parallel lakitu camera" or "aglab cam" which lets you move the camera smoothly with the dpad
#define PARALLEL_LAKITU_CAM
// HACKER QOL

View File

@@ -1188,6 +1188,22 @@ void mode_8_directions_camera(struct Camera *c) {
s8DirModeYawOffset -= DEGREES(45);
play_sound_cbutton_side();
}
#ifdef PARALLEL_LAKITU_CAM
// extra functionality
else if (gPlayer1Controller->buttonPressed & U_JPAD) {
s8DirModeYawOffset = 0;
s8DirModeYawOffset = gMarioState->faceAngle[1]-0x8000;
}
else if (gPlayer1Controller->buttonDown & L_JPAD) {
s8DirModeYawOffset -= DEGREES(2);
}
else if (gPlayer1Controller->buttonDown & R_JPAD) {
s8DirModeYawOffset += DEGREES(2);
}
else if (gPlayer1Controller->buttonPressed & D_JPAD) {
s8DirModeYawOffset = s8DirModeYawOffset&0xE000;
}
#endif
lakitu_zoom(400.f, 0x900);
c->nextYaw = update_8_directions_camera(c, c->focus, pos);