fix: free look continues from forced view when leaving a fixed camera (#4953) (#6808)

When a scene-forced/fixed camera (e.g. the Spirit Temple boulder-room
alcoves, CAM_SET_PREREND_FIXED / Camera_Fixed3) drives the view, the Free
Look angles in play->camX/camY are left untouched while manualCamera stays
set. On exit, Camera_Free resumed from those stale pre-alcove angles, so
the camera snapped/reversed instead of following the player out.

This does NOT change the forced-camera behavior: the alcove still clamps
exactly as the game intends. It only fixes the hand-off back to Free Look:
when Camera_Free resumes after another camera function drove the previous
frame (detected via a frame-number gap), the free-look yaw/pitch are
re-seeded from the camera's current orientation so the view continues from
where it was left.

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
David Racine
2026-06-24 12:24:19 -04:00
committed by GitHub
parent 4a875dca41
commit 8cf4ff5f14
+14
View File
@@ -1450,6 +1450,20 @@ s32 Camera_Free(Camera* camera) {
Parallel1* para1 = (Parallel1*)camera->paramData;
f32 playerHeight;
// SOH [Enhancement] If free-look is resuming after a scene-forced/fixed camera drove the view
// (Camera_Free didn't run last frame while manualCamera stayed set, e.g. exiting a Spirit Temple
// alcove), re-seed the free-look angles from the camera's current orientation so the view continues
// from where it was left instead of snapping back to the pre-interruption angle.
static s32 sFreeLastFrame = 0;
s32 curFrame = camera->play->state.frames;
if (curFrame - sFreeLastFrame > 1) {
VecSph eyeAdjustment;
OLib_Vec3fDiffToVecSphGeo(&eyeAdjustment, &camera->at, &camera->eye);
camera->play->camX = eyeAdjustment.yaw;
camera->play->camY = eyeAdjustment.pitch;
}
sFreeLastFrame = curFrame;
at->x = Camera_LERPCeilF(camera->player->actor.world.pos.x, camera->at.x, 0.5f, 1.0f);
at->y = Camera_LERPCeilF(camera->player->actor.world.pos.y + (camera->player->rideActor != NULL
? Player_GetHeight(camera->player) / 2