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Added some more mode-specific camera interpolation logic
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@ -47,14 +47,20 @@ void camera_post_play_update(PlayState* play) {
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// Dedicated section for workarounds where the heuristic fails to detect the large amount of movements the camera does in these particular areas.
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bool force_interpolation = false;
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if (active_cam->setting == CAM_SET_NORMAL0 || active_cam->setting == CAM_SET_DUNGEON0) {
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if (active_cam->setting == CAM_SET_BOSS_MAJORA) {
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// Majora's Mask final fight. All cameras should transition smoothly during this fight while not in a cutscene.
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force_interpolation = true;
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}
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else if (active_cam->setting == CAM_SET_NORMAL0 || active_cam->setting == CAM_SET_DUNGEON0) {
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force_interpolation =
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// Pirates' Fortress Moat. Pushing the switch that unlocks the fortress will cause very large camera movement.
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play->sceneId == SCENE_TORIDE ||
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// Z-targetting an actor.
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active_cam->mode == CAM_MODE_FOLLOWTARGET ||
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// Z-targetting nothing.
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active_cam->mode == CAM_MODE_TARGET;
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active_cam->mode == CAM_MODE_TARGET ||
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// Z-targetting in battle.
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active_cam->mode == CAM_MODE_BATTLE;
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}
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// TODO: This setting claims "Smoothly and gradually return camera to Player after a cutscene "CONNECT0"". It might be worth it to enable this globally regardless of the scene.
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else if (active_cam->setting == CAM_SET_CONNECT0) {
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