Disable Fixed Camera Enhancement#6083
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serprex merged 6 commits intoHarbourMasters:developfrom Jan 3, 2026
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* Refactor DisableFixedCamera for memory safety - Add IsFixedCameraType() helper to reduce code duplication - Inline trivial wrapper functions (StoreCamType/RestoreCamType) - Early-exit when enhancement is disabled before computing player state - Cache CVAR value to avoid repeated CVarGetInteger calls - Fix memory leak by cleaning up allocated backups on scene change - Simplify player null checks (player && vs player != nullptr) - Reorganize control flow for better readability * c lang
serprex
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serprex
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Jan 3, 2026
serprex
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Jan 3, 2026
also fixed guard for opening cutscene
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implemented suggestions, and fixed links house guard to be specific to just the opening cutscene |
serprex
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Jan 3, 2026
serprex
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serprex
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Adds an enhancement to disable the fixed cam used by prerendered background scenes. Intended for mods that replace these scenes with fully modeled areas. It requires
Disable 2D Pre-Rendered Scenesto be enabled first. I did not include shops as the lack of a doors at the entrance makes them look really wonky when exiting, link just falls through the ground on his way out. It includes the Market, ToT Exterior, Back Alley, all houses, Granny's Potion Shop (because it actually has a door), and the Shooting Gallery Building.Only minor issue I've spotted is disabling the enhancement while in a scene this enhancement effects, makes the ocarina cam not zoom into the player like it should, this fixes itself after a scene change.
Big thanks to @PurpleHato for giving my code a good look through and doing some needed cleanups! And thank you to @OtherBlue for giving me the tip about VBs.
Some screenshots using Djipi's 3DS Experience:






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