Implement gMoveWhileFirstPerson

This commit is contained in:
Garrett Cox 2023-12-01 23:57:20 -06:00
parent 66c41a8012
commit 2cb3a3664e
2 changed files with 49 additions and 1 deletions

View File

@ -225,6 +225,10 @@ namespace GameControlEditor {
window->BeginGroupPanelPublic("Aiming/First-Person Camera", ImGui::GetContentRegionAvail());
UIWidgets::PaddedEnhancementCheckbox("Right Stick Aiming", "gRightStickAiming");
DrawHelpIcon("Allows for aiming with the right stick in:\n-First-Person/C-Up view\n-Weapon Aiming");
if (CVarGetInteger("gRightStickAiming", 0)) {
UIWidgets::PaddedEnhancementCheckbox("Allow moving while in first person mode", "gMoveWhileFirstPerson");
DrawHelpIcon("Changes the left stick to move the player while in first person mode");
}
UIWidgets::PaddedEnhancementCheckbox("Invert Aiming X Axis", "gInvertAimingXAxis");
DrawHelpIcon("Inverts the Camera X Axis in:\n-First-Person/C-Up view\n-Weapon Aiming");
UIWidgets::PaddedEnhancementCheckbox("Invert Aiming Y Axis", "gInvertAimingYAxis", true, true, false, "", UIWidgets::CheckboxGraphics::Cross, true);
@ -237,7 +241,8 @@ namespace GameControlEditor {
DrawHelpIcon("Prevents the C-Up view from auto-centering, allowing for Gyro Aiming");
if (UIWidgets::PaddedEnhancementCheckbox("Enable Custom Aiming/First-Person sensitivity", "gEnableFirstPersonSensitivity", true, false)) {
if (!CVarGetInteger("gEnableFirstPersonSensitivity", 0)) {
CVarClear("gFirstPersonCameraSensitivity");
CVarClear("gFirstPersonCameraSensitivityX");
CVarClear("gFirstPersonCameraSensitivityY");
}
}
if (CVarGetInteger("gEnableFirstPersonSensitivity", 0)) {

View File

@ -11832,6 +11832,9 @@ s16 func_8084ABD8(PlayState* play, Player* this, s32 arg2, s16 arg3) {
if (!func_8002DD78(this) && !func_808334B4(this) && (arg2 == 0)) { // First person without weapon
// Y Axis
if (!CVarGetInteger("gMoveWhileFirstPerson", 0)) {
temp2 += sControlInput->rel.stick_y * 240.0f * invertYAxisMulti * yAxisMulti;
}
if (CVarGetInteger("gRightStickAiming", 0) && fabsf(sControlInput->cur.right_stick_y) > 15.0f) {
temp2 += sControlInput->cur.right_stick_y * 240.0f * invertYAxisMulti * yAxisMulti;
}
@ -11847,6 +11850,9 @@ s16 func_8084ABD8(PlayState* play, Player* this, s32 arg2, s16 arg3) {
// X Axis
temp2 = 0;
if (!CVarGetInteger("gMoveWhileFirstPerson", 0)) {
temp2 += sControlInput->rel.stick_x * -16.0f * invertXAxisMulti * xAxisMulti;
}
if (CVarGetInteger("gRightStickAiming", 0) && fabsf(sControlInput->cur.right_stick_x) > 15.0f) {
temp2 += sControlInput->cur.right_stick_x * -16.0f * invertXAxisMulti * xAxisMulti;
}
@ -11858,6 +11864,11 @@ s16 func_8084ABD8(PlayState* play, Player* this, s32 arg2, s16 arg3) {
} else { // First person with weapon
// Y Axis
temp1 = (this->stateFlags1 & PLAYER_STATE1_ON_HORSE) ? 3500 : 14000;
if (!CVarGetInteger("gMoveWhileFirstPerson", 0)) {
temp3 += ((sControlInput->rel.stick_y >= 0) ? 1 : -1) *
(s32)((1.0f - Math_CosS(sControlInput->rel.stick_y * 200)) * 1500.0f) * invertYAxisMulti * yAxisMulti;
}
if (CVarGetInteger("gRightStickAiming", 0) && fabsf(sControlInput->cur.right_stick_y) > 15.0f) {
temp3 += ((sControlInput->cur.right_stick_y >= 0) ? 1 : -1) *
(s32)((1.0f - Math_CosS(sControlInput->cur.right_stick_y * 200)) * 1500.0f) * invertYAxisMulti * yAxisMulti;
@ -11872,6 +11883,10 @@ s16 func_8084ABD8(PlayState* play, Player* this, s32 arg2, s16 arg3) {
temp1 = 19114;
temp2 = this->actor.focus.rot.y - this->actor.shape.rot.y;
temp3 = 0;
if (!CVarGetInteger("gMoveWhileFirstPerson", 0)) {
temp3 = ((sControlInput->rel.stick_x >= 0) ? 1 : -1) *
(s32)((1.0f - Math_CosS(sControlInput->rel.stick_x * 200)) * -1500.0f) * invertXAxisMulti * xAxisMulti;
}
if (CVarGetInteger("gRightStickAiming", 0) && fabsf(sControlInput->cur.right_stick_x) > 15.0f) {
temp3 += ((sControlInput->cur.right_stick_x >= 0) ? 1 : -1) *
(s32)((1.0f - Math_CosS(sControlInput->cur.right_stick_x * 200)) * -1500.0f) * invertXAxisMulti * xAxisMulti;
@ -11883,6 +11898,34 @@ s16 func_8084ABD8(PlayState* play, Player* this, s32 arg2, s16 arg3) {
this->actor.focus.rot.y = CLAMP(temp2, -temp1, temp1) + this->actor.shape.rot.y;
}
if (CVarGetInteger("gMoveWhileFirstPerson", 0)) {
f32 movementSpeed = LINK_IS_ADULT ? 9.0f : 8.25f;
if (CVarGetInteger("gMMBunnyHood", BUNNY_HOOD_VANILLA) != BUNNY_HOOD_VANILLA && this->currentMask == PLAYER_MASK_BUNNY) {
movementSpeed *= 1.5f;
}
f32 relX = (sControlInput->rel.stick_x / 10 * -invertXAxisMulti);
f32 relY = (sControlInput->rel.stick_y / 10);
// Normalize so that diagonal movement isn't faster
f32 relMag = sqrtf((relX * relX) + (relY * relY));
if (relMag > 1.0f) {
relX /= relMag;
relY /= relMag;
}
// Determine what left and right mean based on camera angle
f32 relX2 = relX * Math_CosS(this->actor.focus.rot.y) + relY * Math_SinS(this->actor.focus.rot.y);
f32 relY2 = relY * Math_CosS(this->actor.focus.rot.y) - relX * Math_SinS(this->actor.focus.rot.y);
// Calculate distance for footstep sound
f32 distance = sqrtf((relX2 * relX2) + (relY2 * relY2)) * movementSpeed;
func_8084029C(this, distance / 4.5f);
this->actor.world.pos.x += (relX2 * movementSpeed) + this->actor.colChkInfo.displacement.x;
this->actor.world.pos.z += (relY2 * movementSpeed) + this->actor.colChkInfo.displacement.z;
}
this->unk_6AE |= 2;
return func_80836AB8(this, (play->shootingGalleryStatus != 0) || func_8002DD78(this) || func_808334B4(this)) - arg3;
}