diff --git a/soh/soh/Enhancements/controls/GameControlEditor.cpp b/soh/soh/Enhancements/controls/GameControlEditor.cpp index 3b2415de6..3bd650637 100644 --- a/soh/soh/Enhancements/controls/GameControlEditor.cpp +++ b/soh/soh/Enhancements/controls/GameControlEditor.cpp @@ -237,6 +237,10 @@ namespace GameControlEditor { 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); DrawHelpIcon("Inverts the Camera Y Axis in:\n-First-Person/C-Up view\n-Weapon Aiming"); + UIWidgets::PaddedEnhancementCheckbox("Invert Shield Aiming Y Axis", "gInvertShieldAimingYAxis", true, true, false, "", UIWidgets::CheckboxGraphics::Cross, true); + DrawHelpIcon("Inverts the Shield Aiming Y Axis"); + UIWidgets::PaddedEnhancementCheckbox("Invert Shield Aiming X Axis", "gInvertShieldAimingXAxis"); + DrawHelpIcon("Inverts the Shield Aiming X Axis"); UIWidgets::PaddedEnhancementCheckbox("Disable Auto-Centering in First-Person View", "gDisableAutoCenterViewFirstPerson"); 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)) { 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 1b56cc5ad..b5ddcaa7c 100644 --- a/soh/src/overlays/actors/ovl_player_actor/z_player.c +++ b/soh/src/overlays/actors/ovl_player_actor/z_player.c @@ -8185,8 +8185,8 @@ void func_80843188(Player* this, PlayState* play) { func_8083721C(this); if (this->unk_850 != 0) { - sp54 = sControlInput->rel.stick_y * 100; - sp50 = sControlInput->rel.stick_x * (CVarGetInteger("gMirroredWorld", 0) ? 120 : -120); + sp54 = sControlInput->rel.stick_y * 100 * (CVarGetInteger("gInvertShieldAimingYAxis", 1) ? 1 : -1); + sp50 = sControlInput->rel.stick_x * (CVarGetInteger("gMirroredWorld", 0) ? 120 : -120) * (CVarGetInteger("gInvertShieldAimingXAxis", 0) ? -1 : 1); sp4E = this->actor.shape.rot.y - Camera_GetInputDirYaw(GET_ACTIVE_CAM(play)); sp40 = Math_CosS(sp4E);