Free Look pinned the camera to the fixed "Camera Distance" setting, so it never
pulled in or out the way the vanilla camera does for the current situation.
Add an opt-in "Follow Default Camera Distance" setting (FreeLook.UseGameDistance)
that uses the game's per-mode default distance instead. The fixed distance slider
is hidden while it is enabled.
Closes#4050
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
The custom-sequence registration loop printed each assigned seqNum to
stdout via a bare printf, spamming the console with context-free numbers
on every launch. Convert it to LUSLOG_DEBUG and include the sequence name
so it is hidden by default yet useful for diagnosing music-pack loading.
The resolved replacement id (which can exceed 255) rode a single
per-player seqToPlay slot, written at enqueue but consumed
asynchronously on the audio thread; back-to-back starts and
priority-queue promotions clobbered it. sSeqFlags[0x6F] was also indexed
by raw id, reading out of bounds past the authentic range.
- func_800F9280 resolves the replacement and packs the full 16-bit id
into the 0x82/0x85 play command; the handler reads opArgs & 0xFFFF.
Audio_QueueSeqCmd no longer pre-writes the shared slot.
- SyncInitSeqPlayerInternal uses the command-carried id and bounds-checks
it against the calloc'd sequence map (+0xF headroom for reserved-range
skips).
- Route sSeqFlags reads through a bounded Audio_GetSeqFlags helper.
- Warn and skip gracefully past the 16-bit id limit.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* Fix bari's biris not respecting the seeded option
* Randomize Peehat Larvas
* Refactor `IsEnemyAllowedToSpawn`
* Fix the issue where some enemies spawn above the ceiling
* Partially fix twisted hallway issue
* Prevent Baris from spawning Baris
Item_CheckObtainability should only be called with MOD_NONE GI
For RG_DOUBLE_DEFENSE that became ITEM_FISH. Nonsense ensued
To reproduce issue, create debug save & go straight to OGC great fairy with only magic/ocarina/lullaby
Separate options for Icicles (stalagmites and stalactites) and Red Ice. Icicles drop an item when broken and red ice gives an item when melted.
CMC options for icicles were more limited - the particle effect strobes because there are too many icicles in certain rooms. This currently uses Dampe's halo centered around the tips, which are visible for both types, but model replacement could be used here if a set was made.
Add explicit alt prefix checking to animation loading
Makes ResourceMgr_LoadAnimByName alt-toggleable this will work for Link and any other animations files