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The player getting a better view of their surroundings than the game would normally allow could possibly give the player an advantage over the original hardware, so Freelook is disabled in hardcore mode. To do this, I disable the config flag for Freelook when it is accessed, to make sure that it is disabled whether it was enabled before or after hardcore mode was enabled.
57 lines
1.3 KiB
C++
57 lines
1.3 KiB
C++
// Copyright 2020 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "Core/FreeLookConfig.h"
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#include "Core/AchievementManager.h"
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#include "Core/CPUThreadConfigCallback.h"
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#include "Core/Config/AchievementSettings.h"
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#include "Core/Config/FreeLookSettings.h"
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#include "Core/ConfigManager.h"
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#include "Core/Core.h"
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namespace FreeLook
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{
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static Config s_config;
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static Config s_active_config;
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static bool s_has_registered_callback = false;
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Config& GetConfig()
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{
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return s_config;
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}
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const Config& GetActiveConfig()
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{
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return s_active_config;
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}
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void UpdateActiveConfig()
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{
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s_active_config = s_config;
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}
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Config::Config()
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{
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camera_config.control_type = ControlType::SixAxis;
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enabled = false;
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}
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void Config::Refresh()
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{
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if (!s_has_registered_callback)
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{
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CPUThreadConfigCallback::AddConfigChangedCallback([] { s_config.Refresh(); });
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s_has_registered_callback = true;
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}
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camera_config.control_type = ::Config::Get(::Config::FL1_CONTROL_TYPE);
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#ifdef USE_RETRO_ACHIEVEMENTS
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enabled = ::Config::Get(::Config::FREE_LOOK_ENABLED) &&
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!AchievementManager::GetInstance()->IsHardcoreModeActive();
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#else // USE_RETRO_ACHIEVEMENTS
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enabled = ::Config::Get(::Config::FREE_LOOK_ENABLED);
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#endif // USE_RETRO_ACHIEVEMENTS
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}
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} // namespace FreeLook
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