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Added define for parallel lakitu cam / aglab cam
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@@ -66,7 +66,7 @@
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#define CASTLE_MUSIC_FIX
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// Remove course specific camera processing
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#define CAMERA_FIX
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// Change the movement speed when hanging from a ceiling
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// Change the movement speed when hanging from a ceiling (the vanilla value is 4.f)
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#define HANGING_SPEED 12.f
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// Makes Mario face the direction of the analog stick directly while hanging from a ceiling, without doing "semicircles"
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#define TIGHTER_HANGING_CONTROLS
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@@ -90,6 +90,8 @@
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//#define KEEP_MARIO_HEAD
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// Makes the coins ia8 64x64 instead of ia16 32x32. Uses new ia8 textures so that vanilla coins look better.
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#define IA8_COINS
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// Enables "parallel lakitu camera" or "aglab cam" which lets you move the camera smoothly with the dpad
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#define PARALLEL_LAKITU_CAM
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// HACKER QOL
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@@ -1188,6 +1188,22 @@ void mode_8_directions_camera(struct Camera *c) {
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s8DirModeYawOffset -= DEGREES(45);
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play_sound_cbutton_side();
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}
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#ifdef PARALLEL_LAKITU_CAM
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// extra functionality
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else if (gPlayer1Controller->buttonPressed & U_JPAD) {
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s8DirModeYawOffset = 0;
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s8DirModeYawOffset = gMarioState->faceAngle[1]-0x8000;
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}
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else if (gPlayer1Controller->buttonDown & L_JPAD) {
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s8DirModeYawOffset -= DEGREES(2);
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}
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else if (gPlayer1Controller->buttonDown & R_JPAD) {
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s8DirModeYawOffset += DEGREES(2);
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}
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else if (gPlayer1Controller->buttonPressed & D_JPAD) {
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s8DirModeYawOffset = s8DirModeYawOffset&0xE000;
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}
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#endif
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lakitu_zoom(400.f, 0x900);
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c->nextYaw = update_8_directions_camera(c, c->focus, pos);
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