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Good Camera Mode Names (#1455)
* better camera mode names * cleanup * improve aiming modes * follow boomerang comment * more mode docs * cleanup * hookshotFly, revert to still
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-19
@@ -203,26 +203,26 @@ typedef enum {
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typedef enum {
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/* 0x00 */ CAM_MODE_NORMAL,
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/* 0x01 */ CAM_MODE_TARGET, // "PARALLEL"
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/* 0x02 */ CAM_MODE_FOLLOWTARGET, // "KEEPON"
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/* 0x01 */ CAM_MODE_Z_PARALLEL, // Holding Z but with no target, keeps the camera aligned
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/* 0x02 */ CAM_MODE_Z_TARGET_FRIENDLY,
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/* 0x03 */ CAM_MODE_TALK,
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/* 0x04 */ CAM_MODE_BATTLE,
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/* 0x05 */ CAM_MODE_CLIMB,
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/* 0x06 */ CAM_MODE_FIRSTPERSON, // "SUBJECT"
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/* 0x07 */ CAM_MODE_BOWARROW,
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/* 0x08 */ CAM_MODE_BOWARROWZ,
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/* 0x09 */ CAM_MODE_HOOKSHOT, // "FOOKSHOT"
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/* 0x0A */ CAM_MODE_BOOMERANG,
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/* 0x0B */ CAM_MODE_SLINGSHOT, // "PACHINCO"
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/* 0x0C */ CAM_MODE_CLIMBZ,
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/* 0x0D */ CAM_MODE_JUMP,
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/* 0x0E */ CAM_MODE_HANG,
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/* 0x0F */ CAM_MODE_HANGZ,
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/* 0x10 */ CAM_MODE_FREEFALL,
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/* 0x11 */ CAM_MODE_CHARGE,
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/* 0x12 */ CAM_MODE_STILL,
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/* 0x13 */ CAM_MODE_PUSHPULL,
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/* 0x14 */ CAM_MODE_FOLLOWBOOMERANG, // "BOOKEEPON"
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/* 0x04 */ CAM_MODE_Z_TARGET_UNFRIENDLY,
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/* 0x05 */ CAM_MODE_WALL_CLIMB, // Climbing a wall: ladders and vines
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/* 0x06 */ CAM_MODE_FIRST_PERSON,
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/* 0x07 */ CAM_MODE_AIM_ADULT, // First person aiming as adult: bow and hookshot
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/* 0x08 */ CAM_MODE_Z_AIM, // Third person aiming for all items, child and adult
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/* 0x09 */ CAM_MODE_HOOKSHOT_FLY, // Player being pulled by the hookshot to a target
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/* 0x0A */ CAM_MODE_AIM_BOOMERANG, // Aiming the boomerang
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/* 0x0B */ CAM_MODE_AIM_CHILD, // First person aiming as child: slingshot
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/* 0x0C */ CAM_MODE_Z_WALL_CLIMB, // Climbing a wall with Z pressed: ladders and vines
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/* 0x0D */ CAM_MODE_JUMP, // Falling in air from a ledge jump
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/* 0x0E */ CAM_MODE_LEDGE_HANG, // Hanging from and climbing a ledge
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/* 0x0F */ CAM_MODE_Z_LEDGE_HANG, // Hanging from and climbing a ledge with Z pressed
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/* 0x10 */ CAM_MODE_FREE_FALL, // Falling in air except for a ledge jump or knockback
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/* 0x11 */ CAM_MODE_CHARGE, // Charging a spin attack
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/* 0x12 */ CAM_MODE_STILL, // Attacks without Z pressed, falling in air from knockback
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/* 0x13 */ CAM_MODE_PUSH_PULL,
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/* 0x14 */ CAM_MODE_FOLLOW_BOOMERANG, // Boomerang has been thrown, force-target the boomerang as it flies
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/* 0x15 */ CAM_MODE_MAX
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} CameraModeType;
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