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fix: free look releases the door peek camera (#6756)
* fix(camera): let free look release the door peek camera After walking through a door, the door camera (CAM_SET_DOORC) held the view and only handed control back once the player moved or pressed a button, so the right stick did nothing until then. With free look the camera appeared frozen after every door. Treat right-stick movement as a release condition too, using the same stick threshold as free-look activation. * refactor(camera): move door-cam free-look release to a VB_SHOULD hook Reimplements the door peek camera free-look release as a vanilla-behavior hook instead of inline logic in z_camera.c, keeping the decomp file close to upstream. - Add VB_RELEASE_DOORC_CAMERA wrapping the existing Camera_Special9 release condition; the vanilla button/xzSpeed expression is left untouched. - Move the right-stick / free-look threshold logic into a new enhancement, FreeLookDoorCamRelease.cpp, registered with COND_VB_SHOULD and gated on FreeLook.Enabled so the hook only exists while Free Look is on. Behavior is unchanged from the previous fix; this only relocates the logic. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -6921,14 +6921,19 @@ s32 Camera_Special9(Camera* camera) {
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camera->unk_14C |= (0x400 | 0x10);
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sCameraInterfaceFlags = 0;
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if (camera->xzSpeed > 0.001f || CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_A) ||
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CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_B) ||
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CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_CLEFT) ||
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CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_CDOWN) ||
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CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_CUP) ||
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CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_CRIGHT) ||
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CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_R) ||
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CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_Z) || params->interfaceFlags & 0x8) {
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// SOH [Enhancement] VB_RELEASE_DOORC_CAMERA lets free look hand the door peek camera
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// back on right-stick input (see soh/Enhancements/camera/FreeLookDoorCamRelease.cpp).
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if (GameInteractor_Should(
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VB_RELEASE_DOORC_CAMERA,
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camera->xzSpeed > 0.001f || CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_A) ||
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CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_B) ||
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CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_CLEFT) ||
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CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_CDOWN) ||
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CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_CUP) ||
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CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_CRIGHT) ||
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CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_R) ||
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CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_Z) || params->interfaceFlags & 0x8,
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camera)) {
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Camera_ChangeSettingFlags(camera, camera->prevSetting, 2);
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camera->unk_14C |= (0x4 | 0x2);
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