fixed initialized camera rotation

This commit is contained in:
MelonSpeedruns 2022-05-14 14:16:03 -04:00
commit 56e7c5c5a2

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@ -1422,7 +1422,7 @@ s32 SetCameraManual(Camera* camera) {
manualCamera = true;
VecSph eyeAdjustment;
OLib_Vec3fDiffToVecSphGeo(&eyeAdjustment, &camera->playerPosRot, &camera->eye);
OLib_Vec3fDiffToVecSphGeo(&eyeAdjustment, &camera->at, &camera->eye);
camX = eyeAdjustment.yaw;
camY = eyeAdjustment.pitch;
@ -1446,12 +1446,7 @@ s32 Camera_Free(Camera* camera) {
if (RELOAD_PARAMS) {
VecSph eyeAdjustment1;
Vec3f oldCamRot;
oldCamRot.x = camera->player->actor.world.pos.x;
oldCamRot.y = camera->player->actor.world.pos.y + Player_GetHeight(camera->player);
oldCamRot.z = camera->player->actor.world.pos.z;
OLib_Vec3fDiffToVecSphGeo(&eyeAdjustment1, &oldCamRot, &camera->eye);
OLib_Vec3fDiffToVecSphGeo(&eyeAdjustment1, &oldCamRot, &camera->eyeNext);
OLib_Vec3fDiffToVecSphGeo(&eyeAdjustment1, &camera->at, &camera->eye);
camX = eyeAdjustment1.yaw;
camY = eyeAdjustment1.pitch;