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
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PurpleHato 2022-09-28 01:32:28 +02:00 committed by GitHub
parent c6a875eb5c
commit 694c6c9832
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 2 additions and 2 deletions

View File

@ -238,7 +238,7 @@ namespace GameControlEditor {
UIWidgets::PaddedEnhancementCheckbox("Right Stick Aiming", "gRightStickAiming"); 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"); 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); 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"); UIWidgets::Tooltip("Prevents the C-Up view from auto-centering, allowing for Gyro Aiming");
} }

View File

@ -11122,7 +11122,7 @@ s16 func_8084ABD8(GlobalContext* globalCtx, Player* this, s32 arg2, s16 arg3) {
s16 temp3; s16 temp3;
if (!func_8002DD78(this) && !func_808334B4(this) && (arg2 == 0)) { 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); temp2 = sControlInput->rel.stick_y * 240.0f * (CVar_GetS32("gInvertYAxis", 1) ? -1 : 1);
Math_SmoothStepToS(&this->actor.focus.rot.x, temp2, 14, 4000, 30); Math_SmoothStepToS(&this->actor.focus.rot.x, temp2, 14, 4000, 30);