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Remove crosshair in cutscenes
1 parent fb3c6a3 commit c49eb6f

2 files changed

Lines changed: 2 additions & 5 deletions

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src/hooking/weapon.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -168,7 +168,7 @@ void CemuHooks::hook_ChangeWeaponMtx(PPCInterpreter_t* hCPU) {
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}
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}
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171-
if (IsThirdPerson()) {
171+
if (IsThirdPerson() && GetSettings().GetCameraMode() != CameraMode::ORIGINAL) {
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return;
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}
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src/rendering/renderer.cpp

Lines changed: 1 addition & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -290,11 +290,8 @@ void RND_Renderer::Layer3D::Render(OpenXR::EyeSide side, long frameIdx) {
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gameState.right_hand_previous_frame_equip_type == EquipType::MagnetGlove ||
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gameState.last_equip_type_held == EquipType::SheikahSlate;
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293-
const bool isBowOrThrowAiming = isBowContext || (isThrowContext && isThrowUseHeld);
294-
const bool isRuneOrPowerAiming = isRuneOrPowerContext;
295-
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// Context-only gate for bow/runes, with throw additionally requiring the throw button hold.
297-
const bool shouldShowReticle = CemuHooks::IsInGame() && settings.enableStaticReticle.Get() && (isBowOrThrowAiming || isRuneOrPowerAiming);
294+
const bool shouldShowReticle = CemuHooks::IsInGame() && !CemuHooks::HasActiveCutscene() && settings.enableStaticReticle.Get() && (isBowContext || (isThrowContext && isThrowUseHeld) || isRuneOrPowerContext);
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const float reticleEyeSign = side == OpenXR::EyeSide::LEFT ? 1.0f : -1.0f;
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const float reticleEnabled = shouldShowReticle ? 1.0f : 0.0f;
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m_presentPipelines[side]->BindSettings(

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