Removed fixed camera

This commit is contained in:
MelonSpeedruns 2022-04-13 09:55:52 -04:00
commit f5f85ef4e6

View file

@ -1469,11 +1469,6 @@ s32 Camera_Blind(Camera* camera) {
}
s32 Camera_Normal1(Camera* camera) {
if (CVar_GetS32("gBlindMode", 0)) {
Camera_Blind(camera);
return;
}
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
@ -1701,11 +1696,6 @@ s32 Camera_Normal1(Camera* camera) {
}
s32 Camera_Normal2(Camera* camera) {
if (CVar_GetS32("gBlindMode", 0)) {
Camera_Blind(camera);
return;
}
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
@ -1872,11 +1862,6 @@ s32 Camera_Normal2(Camera* camera) {
// riding epona
s32 Camera_Normal3(Camera* camera) {
if (CVar_GetS32("gBlindMode", 0)) {
Camera_Blind(camera);
return;
}
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
@ -2028,11 +2013,6 @@ s32 Camera_Normal0(Camera* camera) {
}
s32 Camera_Parallel1(Camera* camera) {
if (CVar_GetS32("gBlindMode", 0)) {
Camera_Blind(camera);
return;
}
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
@ -2216,11 +2196,6 @@ s32 Camera_Parallel2(Camera* camera) {
}
s32 Camera_Parallel3(Camera* camera) {
if (CVar_GetS32("gBlindMode", 0)) {
Camera_Blind(camera);
return;
}
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
s16 val = NEXTSETTING;
@ -2247,11 +2222,6 @@ s32 Camera_Parallel0(Camera* camera) {
* Generic jump, jumping off ledges
*/
s32 Camera_Jump1(Camera* camera) {
if (CVar_GetS32("gBlindMode", 0)) {
Camera_Blind(camera);
return;
}
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
@ -2397,11 +2367,6 @@ s32 Camera_Jump1(Camera* camera) {
// Climbing ladders/vines
s32 Camera_Jump2(Camera* camera) {
if (CVar_GetS32("gBlindMode", 0)) {
Camera_Blind(camera);
return;
}
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
@ -2584,11 +2549,6 @@ s32 Camera_Jump2(Camera* camera) {
// swimming
s32 Camera_Jump3(Camera* camera) {
if (CVar_GetS32("gBlindMode", 0)) {
Camera_Blind(camera);
return;
}
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
@ -2781,11 +2741,6 @@ s32 Camera_Jump0(Camera* camera) {
}
s32 Camera_Battle1(Camera* camera) {
if (CVar_GetS32("gBlindMode", 0)) {
Camera_Blind(camera);
return;
}
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
@ -3051,11 +3006,6 @@ s32 Camera_Battle3(Camera* camera) {
* setting value.
*/
s32 Camera_Battle4(Camera* camera) {
if (CVar_GetS32("gBlindMode", 0)) {
Camera_Blind(camera);
return;
}
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
@ -3132,11 +3082,6 @@ s32 Camera_Battle0(Camera* camera) {
// Targeting non-enemy
s32 Camera_KeepOn1(Camera* camera) {
if (CVar_GetS32("gBlindMode", 0)) {
Camera_Blind(camera);
return;
}
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
@ -3380,11 +3325,6 @@ s32 Camera_KeepOn2(Camera* camera) {
* Talking to an NPC
*/
s32 Camera_KeepOn3(Camera* camera) {
if (CVar_GetS32("gBlindMode", 0)) {
Camera_Blind(camera);
return;
}
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
@ -3571,11 +3511,6 @@ s32 Camera_KeepOn3(Camera* camera) {
}
s32 Camera_KeepOn4(Camera* camera) {
if (CVar_GetS32("gBlindMode", 0)) {
Camera_Blind(camera);
return;
}
static Vec3f D_8015BD50;
static Vec3f D_8015BD60;
static Vec3f D_8015BD70;
@ -3873,11 +3808,6 @@ s32 Camera_KeepOn4(Camera* camera) {
* Talking in a pre-rendered room
*/
s32 Camera_KeepOn0(Camera* camera) {
if (CVar_GetS32("gBlindMode", 0)) {
Camera_Blind(camera);
return;
}
Vec3f* eye = &camera->eye;
Vec3f* eyeNext = &camera->eyeNext;
Vec3f* at = &camera->at;
@ -3952,11 +3882,6 @@ s32 Camera_KeepOn0(Camera* camera) {
}
s32 Camera_Fixed1(Camera* camera) {
if (CVar_GetS32("gBlindMode", 0)) {
Camera_Blind(camera);
return;
}
Fixed1* fixd1 = (Fixed1*)camera->paramData;
Fixed1Anim* anim = &fixd1->anim;
s32 pad;
@ -4029,11 +3954,6 @@ s32 Camera_Fixed1(Camera* camera) {
}
s32 Camera_Fixed2(Camera* camera) {
if (CVar_GetS32("gBlindMode", 0)) {
Camera_Blind(camera);
return;
}
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
@ -4113,11 +4033,6 @@ s32 Camera_Fixed2(Camera* camera) {
* Camera's position is fixed, does not move, or rotate
*/
s32 Camera_Fixed3(Camera* camera) {
if (CVar_GetS32("gBlindMode", 0)) {
Camera_Blind(camera);
return;
}
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
@ -4189,11 +4104,6 @@ s32 Camera_Fixed3(Camera* camera) {
* specified in the scene.
*/
s32 Camera_Fixed4(Camera* camera) {
if (CVar_GetS32("gBlindMode", 0)) {
Camera_Blind(camera);
return;
}
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
@ -4282,11 +4192,6 @@ s32 Camera_Subj2(Camera* camera) {
* First person view
*/
s32 Camera_Subj3(Camera* camera) {
if (CVar_GetS32("gBlindMode", 0)) {
Camera_Blind(camera);
return;
}
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
@ -4408,11 +4313,6 @@ s32 Camera_Subj3(Camera* camera) {
}
s32 Camera_Subj4(Camera* camera) {
if (CVar_GetS32("gBlindMode", 0)) {
Camera_Blind(camera);
return;
}
Vec3f* eye = &camera->eye;
Vec3f* eyeNext = &camera->eyeNext;
Vec3f* at = &camera->at;
@ -4560,11 +4460,6 @@ s32 Camera_Data3(Camera* camera) {
}
s32 Camera_Data4(Camera* camera) {
if (CVar_GetS32("gBlindMode", 0)) {
Camera_Blind(camera);
return;
}
s32 pad2[2];
Data4* data4 = (Data4*)camera->paramData;
VecSph eyeAtOffset;
@ -4641,11 +4536,6 @@ s32 Camera_Data4(Camera* camera) {
* Hanging off of a ledge
*/
s32 Camera_Unique1(Camera* camera) {
if (CVar_GetS32("gBlindMode", 0)) {
Camera_Blind(camera);
return;
}
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
@ -4739,11 +4629,6 @@ s32 Camera_Unique1(Camera* camera) {
}
s32 Camera_Unique2(Camera* camera) {
if (CVar_GetS32("gBlindMode", 0)) {
Camera_Blind(camera);
return;
}
Vec3f* eye = &camera->eye;
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
@ -4823,11 +4708,6 @@ s32 Camera_Unique2(Camera* camera) {
}
s32 Camera_Unique3(Camera* camera) {
if (CVar_GetS32("gBlindMode", 0)) {
Camera_Blind(camera);
return;
}
VecSph sp60;
f32 playerHeight;
Unique3* uniq3 = (Unique3*)camera->paramData;
@ -4940,11 +4820,6 @@ s32 Camera_Unique3(Camera* camera) {
* of the eye to the player
*/
s32 Camera_Unique0(Camera* camera) {
if (CVar_GetS32("gBlindMode", 0)) {
Camera_Blind(camera);
return;
}
f32 yOffset;
CameraModeValue* values;
Player* player;
@ -5074,11 +4949,6 @@ s32 Camera_Unique5(Camera* camera) {
* Eye/at positions are updated via Camera_SetParam
*/
s32 Camera_Unique6(Camera* camera) {
if (CVar_GetS32("gBlindMode", 0)) {
Camera_Blind(camera);
return;
}
Unique6* uniq6 = (Unique6*)camera->paramData;
CameraModeValue* values;
Vec3f sp2C;
@ -5125,11 +4995,6 @@ s32 Camera_Unique6(Camera* camera) {
* camera rotates to follow player
*/
s32 Camera_Unique7(Camera* camera) {
if (CVar_GetS32("gBlindMode", 0)) {
Camera_Blind(camera);
return;
}
s32 pad;
Unique7* uniq7 = (Unique7*)camera->paramData;
CameraModeValue* values;
@ -5197,11 +5062,6 @@ s32 Camera_Unique8(Camera* camera) {
}
s32 Camera_Unique9(Camera* camera) {
if (CVar_GetS32("gBlindMode", 0)) {
Camera_Blind(camera);
return;
}
Vec3f atTarget;
Vec3f eyeTarget;
Unique9* uniq9 = &ONEPOINT_CS_INFO(camera)->uniq9;