Adjusted player camera height & fixed fov

This commit is contained in:
MelonSpeedruns 2022-05-14 17:40:32 -04:00
commit ce27458141

View file

@ -1480,7 +1480,7 @@ s32 Camera_Free(Camera* camera) {
at.x = Camera_LERPCeilF(camera->player->actor.world.pos.x, camera->at.x, camSpeed, 1.0f); at.x = Camera_LERPCeilF(camera->player->actor.world.pos.x, camera->at.x, camSpeed, 1.0f);
at.y = Camera_LERPCeilF(camera->player->actor.world.pos.y + (camera->player->rideActor != NULL at.y = Camera_LERPCeilF(camera->player->actor.world.pos.y + (camera->player->rideActor != NULL
? Player_GetHeight(camera->player) / 2 ? Player_GetHeight(camera->player) / 2
: Player_GetHeight(camera->player)), : Player_GetHeight(camera->player)) / 1.2f,
camera->at.y, camera->at.y,
camSpeed, 1.0f); camSpeed, 1.0f);
at.z = Camera_LERPCeilF(camera->player->actor.world.pos.z, camera->at.z, camSpeed, 1.0f); at.z = Camera_LERPCeilF(camera->player->actor.world.pos.z, camera->at.z, camSpeed, 1.0f);
@ -1528,6 +1528,7 @@ s32 Camera_Free(Camera* camera) {
Camera_Vec3fVecSphGeoAdd(&camera->eye, &at, &eyeAdjustment); Camera_Vec3fVecSphGeoAdd(&camera->eye, &at, &eyeAdjustment);
camera->at = at; camera->at = at;
camera->fov = Camera_LERPCeilF(60.0f, camera->fov, camSpeed / 2, 1.0f);
camera->eyeNext = camera->eye; camera->eyeNext = camera->eye;
return 1; return 1;