PlayerCameraFunction namespace

Functions

void calcCameraMoveInput(sead::Vector2f* input, const al::LiveActor* actor)
auto tryCalcCameraSubMoveInput(sead::Vector2f* input, const al::LiveActor* actor) -> bool
auto checkNoCollisionForPlayerSubjectiveCamera(const al::LiveActor* actor, const al::CameraTicket* cameraTicket, bool) -> bool
auto isInvalidatePlayerInput(const al::LiveActor* actor) -> bool
auto isTriggerCameraReset(const al::LiveActor* actor) -> bool
auto isTriggerCameraSubjective(const al::LiveActor* actor) -> bool
auto isHoldCameraZoom(const al::LiveActor* actor) -> bool
auto isHoldCameraSnapShotZoomIn(const al::LiveActor* actor) -> bool
auto isHoldCameraSnapShotZoomOut(const al::LiveActor* actor) -> bool
auto isHoldCameraSnapShotRollLeft(const al::LiveActor* actor) -> bool
auto isHoldCameraSnapShotRollRight(const al::LiveActor* actor) -> bool
auto isCameraInWater(const al::LiveActor* actor) -> bool
auto isCameraClimbPole(const al::LiveActor* actor) -> bool
auto isCameraGrabCeil(const al::LiveActor* actor) -> bool
auto isCameraWallCatch(const al::LiveActor* actor) -> bool
auto isCameraMoonGravity(const al::LiveActor* actor) -> bool
auto isFailureCameraSubjective(const al::LiveActor* actor) -> bool
void setCameraHackName(al::LiveActor* hack, const HackObjInfo* hackObjInfo)
void resetCameraHackName(al::LiveActor* actor)
auto tryCalcPlayerRecoveryTarget(sead::Vector3f* targetPos, const al::AreaObj** safetyPointArea, const al::LiveActor* actor) -> bool