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https://github.com/Zelda64Recomp/Zelda64Recomp
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Added Recomp Events for before and after first-person aiming update. (#511)
* Added Recomp Events for first-person aiming. * Mods can now force right-stick aiming. * Refactored aiming event code for formatting and clarity.
This commit is contained in:
+43
-7
@@ -6,21 +6,35 @@
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#include "z64voice.h"
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#include "audiothread_cmd.h"
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RECOMP_DECLARE_EVENT(recomp_before_first_person_aiming_update_event(PlayState* play, Player* this, bool in_free_look, RecompAimingOverideMode* recomp_aiming_override_mode));
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RECOMP_DECLARE_EVENT(recomp_after_first_person_aiming_update_event(PlayState* play, Player* this, bool in_free_look));
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s32 func_80847190(PlayState* play, Player* this, s32 arg2);
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s16 func_80832754(Player* this, s32 arg1);
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s32 func_8082EF20(Player* this);
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// This flag is reset every frame by 'poll_inputs()'.
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RecompAimingOverideMode recomp_aiming_override_mode = RECOMP_AIMING_OVERRIDE_OFF;
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// @recomp Patched to add gyro and mouse aiming.
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RECOMP_PATCH s32 func_80847190(PlayState* play, Player* this, s32 arg2) {
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s32 pad;
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s16 var_s0;
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// Checks if we're in free look (C-Up look around mode).
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bool in_free_look = (!func_800B7128(this) && !func_8082EF20(this) && !arg2);
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// Checking if any mods have disabled aiming with the left stick.
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recomp_before_first_person_aiming_update_event(play, this, in_free_look, &recomp_aiming_override_mode);
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// @recomp Get the aiming camera inversion state.
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s32 inverted_x, inverted_y;
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recomp_get_inverted_axes(&inverted_x, &inverted_y);
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// @recomp Get the analog camera input values if analog cam is enabled.
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// @recomp Get the analog camera input values if analog cam is enabled, or right-stick aiming is being forced.
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s32 analog_x = 0;
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s32 analog_y = 0;
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if (recomp_analog_cam_enabled()) {
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if (recomp_analog_cam_enabled() || recomp_aiming_override_mode == RECOMP_AIMING_OVERRIDE_FORCE_RIGHT_STICK) {
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float analog_x_float = 0.0f;
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float analog_y_float = 0.0f;
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recomp_get_camera_inputs(&analog_x_float, &analog_y_float);
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@@ -35,9 +49,13 @@ RECOMP_PATCH s32 func_80847190(PlayState* play, Player* this, s32 arg2) {
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// play->state.input[0].rel.stick_x, play->state.input[0].rel.stick_y,
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// analog_x, analog_y);
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if (!func_800B7128(this) && !func_8082EF20(this) && !arg2) {
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if (in_free_look) {
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// @recomp Add in the analog camera Y input. Clamp to prevent moving the camera twice as fast if both sticks are held.
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var_s0 = CLAMP(play->state.input[0].rel.stick_y + analog_y, -61, 61) * 0xF0;
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s32 cam_input_y = analog_y;
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if (recomp_aiming_override_mode == RECOMP_AIMING_OVERRIDE_OFF) {
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cam_input_y += play->state.input[0].rel.stick_y;
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}
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var_s0 = CLAMP(cam_input_y, -61, 61) * 0xF0;
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// @recomp Invert the Y axis accordingly (default is inverted, so negate if not inverted).
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if (!inverted_y) {
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@@ -46,7 +64,11 @@ RECOMP_PATCH s32 func_80847190(PlayState* play, Player* this, s32 arg2) {
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Math_SmoothStepToS(&this->actor.focus.rot.x, var_s0, 0xE, 0xFA0, 0x1E);
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// @recomp Add in the analog camera X input. Clamp to prevent moving the camera twice as fast if both sticks are held.
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var_s0 = CLAMP(play->state.input[0].rel.stick_x + analog_x, -61, 61) * -0x10;
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s32 cam_input_x = analog_x;
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if (recomp_aiming_override_mode == RECOMP_AIMING_OVERRIDE_OFF) {
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cam_input_x += play->state.input[0].rel.stick_x;
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}
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var_s0 = CLAMP(cam_input_x, -61, 61) * -0x10;
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// @recomp Invert the X axis accordingly
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if (inverted_x) {
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@@ -97,7 +119,13 @@ RECOMP_PATCH s32 func_80847190(PlayState* play, Player* this, s32 arg2) {
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// @recomp Invert the Y axis accordingly (default is inverted, so negate if not inverted).
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// Also add in the analog camera Y input. Clamp to prevent moving the camera twice as fast if both sticks are held.
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s32 stick_y = CLAMP(play->state.input[0].rel.stick_y + analog_y, -61, 61);
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s32 cam_input_y = analog_y;
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if (recomp_aiming_override_mode == RECOMP_AIMING_OVERRIDE_OFF) {
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cam_input_y += play->state.input[0].rel.stick_y;
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}
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s32 stick_y;
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stick_y = CLAMP(cam_input_y, -61, 61);
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if (!inverted_y) {
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stick_y = -stick_y;
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}
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@@ -118,7 +146,13 @@ RECOMP_PATCH s32 func_80847190(PlayState* play, Player* this, s32 arg2) {
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// @recomp Invert the X axis accordingly. Also add in the analog camera Y input.
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// Clamp to prevent moving the camera twice as fast if both sticks are held.
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s32 stick_x = CLAMP(play->state.input[0].rel.stick_x + analog_x, -61, 61);
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s32 cam_input_x = analog_x;
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if (recomp_aiming_override_mode == RECOMP_AIMING_OVERRIDE_OFF) {
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cam_input_x += play->state.input[0].rel.stick_x;
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}
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s32 stick_x;
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stick_x = CLAMP(cam_input_x, -61, 61);
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if (inverted_x) {
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stick_x = -stick_x;
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}
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@@ -130,6 +164,8 @@ RECOMP_PATCH s32 func_80847190(PlayState* play, Player* this, s32 arg2) {
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this->actor.focus.rot.y = CLAMP(var_s0, -0x4AAA, 0x4AAA) + this->actor.shape.rot.y;
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}
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recomp_after_first_person_aiming_update_event(play, this, in_free_look);
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this->unk_AA6 |= 2;
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return func_80832754(this, (play->unk_1887C != 0) || func_800B7128(this) || func_8082EF20(this));
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