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fix: disable Idle camera re-center no longer stuck on level geometry (#3094)
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@ -1678,12 +1678,13 @@ s32 Camera_Normal1(Camera* camera) {
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Camera_ClampDist(camera, eyeAdjustment.r, norm1->distMin, norm1->distMax, anim->unk_28);
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if (anim->startSwingTimer <= 0) {
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// idle camera re-center
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if (CVarGetInteger("gA11yDisableIdleCam", 0)) return;
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eyeAdjustment.pitch = atEyeNextGeo.pitch;
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eyeAdjustment.yaw =
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Camera_LERPCeilS(anim->swingYawTarget, atEyeNextGeo.yaw, 1.0f / camera->yawUpdateRateInv, 0xA);
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} else if (anim->swing.unk_18 != 0) {
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if (CVarGetInteger("gA11yDisableIdleCam", 0)) return;
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// camera adjustments when obstructed/pushed by scene geometry
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eyeAdjustment.yaw =
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Camera_LERPCeilS(anim->swing.unk_16, atEyeNextGeo.yaw, 1.0f / camera->yawUpdateRateInv, 0xA);
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eyeAdjustment.pitch =
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@ -1708,19 +1709,19 @@ s32 Camera_Normal1(Camera* camera) {
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if ((camera->status == CAM_STAT_ACTIVE) && (!(norm1->interfaceFlags & 0x10))) {
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anim->swingYawTarget = BINANG_ROT180(camera->playerPosRot.rot.y);
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if (!CVarGetInteger("gFixCameraSwing", 0)) {
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if (anim->startSwingTimer > 0) {
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func_80046E20(camera, &eyeAdjustment, norm1->distMin, norm1->unk_0C, &sp98, &anim->swing);
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} else {
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sp88 = *eyeNext;
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anim->swing.swingUpdateRate = camera->yawUpdateRateInv = norm1->unk_0C * 2.0f;
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if (Camera_BGCheck(camera, at, &sp88)) {
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anim->swingYawTarget = atEyeNextGeo.yaw;
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anim->startSwingTimer = -1;
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if (anim->startSwingTimer > 0) {
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func_80046E20(camera, &eyeAdjustment, norm1->distMin, norm1->unk_0C, &sp98, &anim->swing);
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} else {
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*eye = *eyeNext;
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sp88 = *eyeNext;
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anim->swing.swingUpdateRate = camera->yawUpdateRateInv = norm1->unk_0C * 2.0f;
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if (Camera_BGCheck(camera, at, &sp88)) {
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anim->swingYawTarget = atEyeNextGeo.yaw;
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anim->startSwingTimer = -1;
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} else {
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*eye = *eyeNext;
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}
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anim->swing.unk_18 = 0;
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}
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anim->swing.unk_18 = 0;
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}
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} else {
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if (anim->startSwingTimer <= 0) {
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anim->swing.swingUpdateRate = camera->yawUpdateRateInv = norm1->unk_0C * 2.0f;
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