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Add Shield Aim Invert X & Y Axis Options (#3055)
* Added Shield Aim Invert Y Axis Option Adds an option in the menu that allows players to invert the shield aiming across the Y Axis. Defaults as checked to replicate original behavior. * Shield Aiming Improvements Added an option to invert X Axis Shield Aiming and corrected the default value for Y Axis Shield Aiming.
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@ -237,6 +237,10 @@ namespace GameControlEditor {
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DrawHelpIcon("Inverts the Camera X Axis in:\n-First-Person/C-Up view\n-Weapon Aiming");
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DrawHelpIcon("Inverts the Camera X Axis in:\n-First-Person/C-Up view\n-Weapon Aiming");
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UIWidgets::PaddedEnhancementCheckbox("Invert Aiming Y Axis", "gInvertAimingYAxis", true, true, false, "", UIWidgets::CheckboxGraphics::Cross, true);
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UIWidgets::PaddedEnhancementCheckbox("Invert Aiming Y Axis", "gInvertAimingYAxis", true, true, false, "", UIWidgets::CheckboxGraphics::Cross, true);
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DrawHelpIcon("Inverts the Camera Y Axis in:\n-First-Person/C-Up view\n-Weapon Aiming");
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DrawHelpIcon("Inverts the Camera Y Axis in:\n-First-Person/C-Up view\n-Weapon Aiming");
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UIWidgets::PaddedEnhancementCheckbox("Invert Shield Aiming Y Axis", "gInvertShieldAimingYAxis", true, true, false, "", UIWidgets::CheckboxGraphics::Cross, true);
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DrawHelpIcon("Inverts the Shield Aiming Y Axis");
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UIWidgets::PaddedEnhancementCheckbox("Invert Shield Aiming X Axis", "gInvertShieldAimingXAxis");
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DrawHelpIcon("Inverts the Shield Aiming X Axis");
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UIWidgets::PaddedEnhancementCheckbox("Disable Auto-Centering in First-Person View", "gDisableAutoCenterViewFirstPerson");
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UIWidgets::PaddedEnhancementCheckbox("Disable Auto-Centering in First-Person View", "gDisableAutoCenterViewFirstPerson");
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DrawHelpIcon("Prevents the C-Up view from auto-centering, allowing for Gyro Aiming");
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DrawHelpIcon("Prevents the C-Up view from auto-centering, allowing for Gyro Aiming");
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if (UIWidgets::PaddedEnhancementCheckbox("Enable Custom Aiming/First-Person sensitivity", "gEnableFirstPersonSensitivity", true, false)) {
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if (UIWidgets::PaddedEnhancementCheckbox("Enable Custom Aiming/First-Person sensitivity", "gEnableFirstPersonSensitivity", true, false)) {
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@ -8185,8 +8185,8 @@ void func_80843188(Player* this, PlayState* play) {
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func_8083721C(this);
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func_8083721C(this);
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if (this->unk_850 != 0) {
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if (this->unk_850 != 0) {
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sp54 = sControlInput->rel.stick_y * 100;
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sp54 = sControlInput->rel.stick_y * 100 * (CVarGetInteger("gInvertShieldAimingYAxis", 1) ? 1 : -1);
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sp50 = sControlInput->rel.stick_x * (CVarGetInteger("gMirroredWorld", 0) ? 120 : -120);
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sp50 = sControlInput->rel.stick_x * (CVarGetInteger("gMirroredWorld", 0) ? 120 : -120) * (CVarGetInteger("gInvertShieldAimingXAxis", 0) ? -1 : 1);
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sp4E = this->actor.shape.rot.y - Camera_GetInputDirYaw(GET_ACTIVE_CAM(play));
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sp4E = this->actor.shape.rot.y - Camera_GetInputDirYaw(GET_ACTIVE_CAM(play));
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sp40 = Math_CosS(sp4E);
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sp40 = Math_CosS(sp4E);
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