From 694c6c983246c760b23109116321016f0817118e Mon Sep 17 00:00:00 2001 From: PurpleHato Date: Wed, 28 Sep 2022 01:32:28 +0200 Subject: [PATCH] FIX: Set back default comportment of some Views (#1615) * FIX: Set back default comportment of some Views - Renamed Auto-Center First Person View to Disable Auto-Centering in First Person View and make it necessary to be checked to take effect and not being active by default - Disable gInvertYAxis being enabled by default (which it not vanilla) * Tweak: small whoopsie --- soh/soh/Enhancements/controls/GameControlEditor.cpp | 2 +- soh/src/overlays/actors/ovl_player_actor/z_player.c | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/soh/soh/Enhancements/controls/GameControlEditor.cpp b/soh/soh/Enhancements/controls/GameControlEditor.cpp index f494711e6..a2ec4f209 100644 --- a/soh/soh/Enhancements/controls/GameControlEditor.cpp +++ b/soh/soh/Enhancements/controls/GameControlEditor.cpp @@ -238,7 +238,7 @@ namespace GameControlEditor { UIWidgets::PaddedEnhancementCheckbox("Right Stick Aiming", "gRightStickAiming"); UIWidgets::Tooltip("Allows for aiming with the rights stick when:\n-Aiming in the C-Up view\n-Aiming with weapons"); ImGui::SetCursorPosX(ImGui::GetCursorPosX() + 5); - UIWidgets::PaddedEnhancementCheckbox("Auto-Center First Person View", "gAutoCenterView"); + UIWidgets::PaddedEnhancementCheckbox("Disable Auto-Centering in First Person View", "gAutoCenterView"); UIWidgets::Tooltip("Prevents the C-Up view from auto-centering, allowing for Gyro Aiming"); } diff --git a/soh/src/overlays/actors/ovl_player_actor/z_player.c b/soh/src/overlays/actors/ovl_player_actor/z_player.c index 7c510ed2e..5d5ca125b 100644 --- a/soh/src/overlays/actors/ovl_player_actor/z_player.c +++ b/soh/src/overlays/actors/ovl_player_actor/z_player.c @@ -11122,7 +11122,7 @@ s16 func_8084ABD8(GlobalContext* globalCtx, Player* this, s32 arg2, s16 arg3) { s16 temp3; if (!func_8002DD78(this) && !func_808334B4(this) && (arg2 == 0)) { - if (CVar_GetS32("gAutoCenterView", 0) != 0) { + if (CVar_GetS32("gAutoCenterView", 0)) { temp2 = sControlInput->rel.stick_y * 240.0f * (CVar_GetS32("gInvertYAxis", 1) ? -1 : 1); Math_SmoothStepToS(&this->actor.focus.rot.x, temp2, 14, 4000, 30);