Good Camera Mode Names (#1455)

* better camera mode names

* cleanup

* improve aiming modes

* follow boomerang comment

* more mode docs

* cleanup

* hookshotFly, revert to still
This commit is contained in:
engineer124
2022-12-11 04:46:03 -05:00
committed by GitHub
parent 85a4d23fc6
commit 2e9e895bf9
7 changed files with 784 additions and 780 deletions
+19 -19
View File
@@ -203,26 +203,26 @@ typedef enum {
typedef enum {
/* 0x00 */ CAM_MODE_NORMAL,
/* 0x01 */ CAM_MODE_TARGET, // "PARALLEL"
/* 0x02 */ CAM_MODE_FOLLOWTARGET, // "KEEPON"
/* 0x01 */ CAM_MODE_Z_PARALLEL, // Holding Z but with no target, keeps the camera aligned
/* 0x02 */ CAM_MODE_Z_TARGET_FRIENDLY,
/* 0x03 */ CAM_MODE_TALK,
/* 0x04 */ CAM_MODE_BATTLE,
/* 0x05 */ CAM_MODE_CLIMB,
/* 0x06 */ CAM_MODE_FIRSTPERSON, // "SUBJECT"
/* 0x07 */ CAM_MODE_BOWARROW,
/* 0x08 */ CAM_MODE_BOWARROWZ,
/* 0x09 */ CAM_MODE_HOOKSHOT, // "FOOKSHOT"
/* 0x0A */ CAM_MODE_BOOMERANG,
/* 0x0B */ CAM_MODE_SLINGSHOT, // "PACHINCO"
/* 0x0C */ CAM_MODE_CLIMBZ,
/* 0x0D */ CAM_MODE_JUMP,
/* 0x0E */ CAM_MODE_HANG,
/* 0x0F */ CAM_MODE_HANGZ,
/* 0x10 */ CAM_MODE_FREEFALL,
/* 0x11 */ CAM_MODE_CHARGE,
/* 0x12 */ CAM_MODE_STILL,
/* 0x13 */ CAM_MODE_PUSHPULL,
/* 0x14 */ CAM_MODE_FOLLOWBOOMERANG, // "BOOKEEPON"
/* 0x04 */ CAM_MODE_Z_TARGET_UNFRIENDLY,
/* 0x05 */ CAM_MODE_WALL_CLIMB, // Climbing a wall: ladders and vines
/* 0x06 */ CAM_MODE_FIRST_PERSON,
/* 0x07 */ CAM_MODE_AIM_ADULT, // First person aiming as adult: bow and hookshot
/* 0x08 */ CAM_MODE_Z_AIM, // Third person aiming for all items, child and adult
/* 0x09 */ CAM_MODE_HOOKSHOT_FLY, // Player being pulled by the hookshot to a target
/* 0x0A */ CAM_MODE_AIM_BOOMERANG, // Aiming the boomerang
/* 0x0B */ CAM_MODE_AIM_CHILD, // First person aiming as child: slingshot
/* 0x0C */ CAM_MODE_Z_WALL_CLIMB, // Climbing a wall with Z pressed: ladders and vines
/* 0x0D */ CAM_MODE_JUMP, // Falling in air from a ledge jump
/* 0x0E */ CAM_MODE_LEDGE_HANG, // Hanging from and climbing a ledge
/* 0x0F */ CAM_MODE_Z_LEDGE_HANG, // Hanging from and climbing a ledge with Z pressed
/* 0x10 */ CAM_MODE_FREE_FALL, // Falling in air except for a ledge jump or knockback
/* 0x11 */ CAM_MODE_CHARGE, // Charging a spin attack
/* 0x12 */ CAM_MODE_STILL, // Attacks without Z pressed, falling in air from knockback
/* 0x13 */ CAM_MODE_PUSH_PULL,
/* 0x14 */ CAM_MODE_FOLLOW_BOOMERANG, // Boomerang has been thrown, force-target the boomerang as it flies
/* 0x15 */ CAM_MODE_MAX
} CameraModeType;