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- First, I would recommend reading Isotarge's original Phase Swim/Phase State theory explanation: https://pastebin.com/uJHCYmvu
- His pastebin is correct, this pastebin just goes into further detail on why some things happen.
- There's a variable inside the camera object which keeps itself as 180° + the camera rotation (viewport y rotation). This angle keeps itself between 0 and 359.912* at all times. When in first person, this angle is 180° + the Kong's facing angle, yet again keeping itself within the bounds of 0° > 359.912°. For example, if the Kong is facing 135°, the camera viewport y rotation would have a value of 315°. There's nothing wrong so far as the opposite angle from what direction the camera is looking clearly is useful. The only time the viewport y rotation goes outside of these boundaries is whilst entering first person for the 11 frames.
- When you exit first person, rather than **not** touch the Kong angle, the game decides to base the Kong's new facing angle as the viewport y rotation + 180°. If the Kong has an angle greater than 180° (lets say 215°, so the viewport y rotation is 45°), the expected happens and the new Kong angle is set to 215° (45° + 180°), which is the angle the Kong had prior to exiting first person.
- However, if the Kong has an angle that ranges between 0° and 180°, then the viewport y rotation will range between 180° and 359.912°. (lets say 315°, and therefore adding 180° to that obtuse angle will mean that the new Kong angle will be 495° (315° + 180°), causing the phase state.
- With the "Hyper-extended phase state", where you can get the phase state with pre-phase angles greater than 180°, the fairy photo (Take Picture Mode) prevents the truncation of the viewport y rotation. Therefore TPM can be used to get the hyper-extended phase state without a fairy being present. For now, this still remains rather context-sensitive, requiring either a fairy or a transformation barrel in order to execute.
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