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authorDavid Racine <bass_dr@hotmail.com>2026-06-24 12:24:19 -0400
committerGitHub <noreply@github.com>2026-06-24 16:24:19 +0000
commit8cf4ff5f141c78910f64d49213125fd661a559d2 (patch)
tree8ad96f6a7022cf068157e5cf2fc1d224cde5381b /soh/src/code
parent4a875dca4170f8a21b3e043d1bfb3d10d90e5822 (diff)
fix: free look continues from forced view when leaving a fixed camera (#4953) (#6808)
When a scene-forced/fixed camera (e.g. the Spirit Temple boulder-room alcoves, CAM_SET_PREREND_FIXED / Camera_Fixed3) drives the view, the Free Look angles in play->camX/camY are left untouched while manualCamera stays set. On exit, Camera_Free resumed from those stale pre-alcove angles, so the camera snapped/reversed instead of following the player out. This does NOT change the forced-camera behavior: the alcove still clamps exactly as the game intends. It only fixes the hand-off back to Free Look: when Camera_Free resumes after another camera function drove the previous frame (detected via a frame-number gap), the free-look yaw/pitch are re-seeded from the camera's current orientation so the view continues from where it was left. Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
Diffstat (limited to 'soh/src/code')
-rw-r--r--soh/src/code/z_camera.c14
1 files changed, 14 insertions, 0 deletions
diff --git a/soh/src/code/z_camera.c b/soh/src/code/z_camera.c
index 71e4629c2..75297c546 100644
--- a/soh/src/code/z_camera.c
+++ b/soh/src/code/z_camera.c
@@ -1450,6 +1450,20 @@ s32 Camera_Free(Camera* camera) {
Parallel1* para1 = (Parallel1*)camera->paramData;
f32 playerHeight;
+ // SOH [Enhancement] If free-look is resuming after a scene-forced/fixed camera drove the view
+ // (Camera_Free didn't run last frame while manualCamera stayed set, e.g. exiting a Spirit Temple
+ // alcove), re-seed the free-look angles from the camera's current orientation so the view continues
+ // from where it was left instead of snapping back to the pre-interruption angle.
+ static s32 sFreeLastFrame = 0;
+ s32 curFrame = camera->play->state.frames;
+ if (curFrame - sFreeLastFrame > 1) {
+ VecSph eyeAdjustment;
+ OLib_Vec3fDiffToVecSphGeo(&eyeAdjustment, &camera->at, &camera->eye);
+ camera->play->camX = eyeAdjustment.yaw;
+ camera->play->camY = eyeAdjustment.pitch;
+ }
+ sFreeLastFrame = curFrame;
+
at->x = Camera_LERPCeilF(camera->player->actor.world.pos.x, camera->at.x, 0.5f, 1.0f);
at->y = Camera_LERPCeilF(camera->player->actor.world.pos.y + (camera->player->rideActor != NULL
? Player_GetHeight(camera->player) / 2