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disable crit wiggle (#1629)
* disable crit wiggle * Set to zero in default preset
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08915e5684
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@ -312,6 +312,9 @@ namespace GameMenuBar {
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CVar_SetS32("gGsCutscene", 0);
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CVar_SetS32("gGsCutscene", 0);
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// Autosave
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// Autosave
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CVar_SetS32("gAutosave", 0);
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CVar_SetS32("gAutosave", 0);
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//Crit wiggle disable
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CVar_SetS32("gDisableCritWiggle", 0);
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}
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}
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void applyEnhancementPresetVanillaPlus(void) {
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void applyEnhancementPresetVanillaPlus(void) {
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@ -980,6 +983,9 @@ namespace GameMenuBar {
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forceEnableSunLightArrows, forceEnableSunLightArrowsText, UIWidgets::CheckboxGraphics::Checkmark);
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forceEnableSunLightArrows, forceEnableSunLightArrowsText, UIWidgets::CheckboxGraphics::Checkmark);
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UIWidgets::Tooltip("Allows Light Arrows to activate sun switches.\nMay require a room reload if toggled during gameplay.");
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UIWidgets::Tooltip("Allows Light Arrows to activate sun switches.\nMay require a room reload if toggled during gameplay.");
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UIWidgets::PaddedEnhancementCheckbox("Disable Crit wiggle", "gDisableCritWiggle", true, false);
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UIWidgets::Tooltip("Disable random camera wiggle at low health");
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ImGui::EndMenu();
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ImGui::EndMenu();
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}
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}
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@ -1732,9 +1732,11 @@ s32 Camera_Normal1(Camera* camera) {
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}
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}
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// crit wiggle
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// crit wiggle
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if (gSaveContext.health <= 16 && ((camera->globalCtx->state.frames % 256) == 0)) {
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if(!CVar_GetS32("gDisableCritWiggle",0)) {
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wiggleAdj = Rand_ZeroOne() * 10000.0f;
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if (gSaveContext.health <= 16 && ((camera->globalCtx->state.frames % 256) == 0)) {
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camera->inputDir.y = wiggleAdj + camera->inputDir.y;
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wiggleAdj = Rand_ZeroOne() * 10000.0f;
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camera->inputDir.y = wiggleAdj + camera->inputDir.y;
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}
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}
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}
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} else {
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} else {
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anim->swing.swingUpdateRate = norm1->unk_0C;
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anim->swing.swingUpdateRate = norm1->unk_0C;
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