Throw Camera

Throw Camera

The Throw Camera resource is used to play cinematic camera animations during a throw attack. It is activated via an associated Extra Move Property.

Each Throw Camera entry defines a pool of camera options, from which one is randomly selected and applied during the throw sequence.


Components

A Throw Camera consists of the following:


End Side

Defines where the camera ends after the throw:

Value Meaning
0 Same Side
1 Opposite Side
2 Either Side (Random)

Camera Extra Data List

This is a list of Camera Extra Data entries:

  • The game will randomly choose one of the listed entries during the throw.
  • The list terminates when an entry with all zero values is encountered.

This design allows for variability in throw cinematics while preserving control over the available options.


Data Structure

Applicable to Tekken 5 and later
struct tk_throw_extra
{
  uint16_t pick_probability;         // Typically 1 or 2
  uint16_t camera_type;              // 15 = Animation Cam, 16 = Customization Cam
  uint16_t left_side_camera_data;    // Index or pointer to left-side camera data
  uint16_t right_side_camera_data;   // Index or pointer to right-side camera data
  uint16_t additional_rotation;      // Extra rotation applied to the camera
};

struct tk_throw
{
  uint64_t end_side;                 // Where the camera ends (0 = same, 1 = opposite, 2 = any)
  tk_throw_extra* camera_data;       // Pointer to list of camera extras
};

Version Note

In Tekken 8 v2.00.01, all characters (except "Dummy") share the same 21 Throw Camera entries at the start of their list.