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.
This commit is contained in:
PhysicBerry 2023-08-25 14:00:11 -04:00 committed by GitHub
parent 188ec26f5a
commit 738172d9ed
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 6 additions and 2 deletions

View File

@ -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)) {

View File

@ -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);