Add Invert Y-Axis and Apply Right-Stick Aiming to Z-Weapon Aiming (#3304)

* Add right-stick aiming to third-person aim

* Add Z-aiming CVar and inversion to Z-aiming

* Create calculation for rel.right_stick and apply it in Z-aiming

* Move option to First-Person section to match shield

* Fix max/min aiming heights

* Expand min/max + comment

* block out vanilla + comments

* block vanilla code better

* Remove extra space

* new documentation formatting

* rewrite ==0 and !=0
This commit is contained in:
Eric Hoey 2024-01-08 13:21:18 -05:00 committed by GitHub
parent 9064897736
commit a0258f0fca
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 111 additions and 4 deletions

View File

@ -2210,6 +2210,14 @@ s8 PadUtils_GetRelYImpl(Input* input);
s8 PadUtils_GetRelX(Input* input);
s8 PadUtils_GetRelY(Input* input);
void PadUtils_UpdateRelXY(Input* input);
s8 PadUtils_GetCurRX(Input* input);
s8 PadUtils_GetCurRY(Input* input);
void PadUtils_SetRelRXY(Input* input, s32 x, s32 y);
s8 PadUtils_GetRelRXImpl(Input* input);
s8 PadUtils_GetRelRYImpl(Input* input);
s8 PadUtils_GetRelRX(Input* input);
s8 PadUtils_GetRelRY(Input* input);
void PadUtils_UpdateRelRXY(Input* input);
s32 PadSetup_Init(OSMesgQueue* mq, u8* outMask, OSContStatus* status);
f32 Math_FTanF(f32 x);
f32 Math_FFloorF(f32 x);

View File

@ -240,6 +240,8 @@ namespace GameControlEditor {
DrawHelpIcon("Inverts the Shield Aiming Y Axis");
UIWidgets::PaddedEnhancementCheckbox("Invert Shield Aiming X Axis", "gInvertShieldAimingXAxis");
DrawHelpIcon("Inverts the Shield Aiming X Axis");
UIWidgets::PaddedEnhancementCheckbox("Invert Z-Weapon Aiming Y Axis", "gInvertZAimingYAxis", true, true, false, "", UIWidgets::CheckboxGraphics::Cross, true);
DrawHelpIcon("Inverts the Camera Y Axis in:\n-Z-Weapon Aiming");
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

@ -297,6 +297,11 @@ void PadMgr_ProcessInputs(PadMgr* padMgr) {
PadUtils_UpdateRelXY(input);
input->press.stick_x += (s8)(input->cur.stick_x - input->prev.stick_x);
input->press.stick_y += (s8)(input->cur.stick_y - input->prev.stick_y);
// #region SOH [Enhancement]
PadUtils_UpdateRelRXY(input);
input->press.right_stick_x += (s8)(input->cur.right_stick_x - input->prev.right_stick_x);
input->press.right_stick_y += (s8)(input->cur.right_stick_y - input->prev.right_stick_y);
// #endregion
}
uint8_t rumble = (padMgr->rumbleEnable[0] > 0);
@ -389,6 +394,11 @@ void PadMgr_RequestPadData(PadMgr* padMgr, Input* inputs, s32 mode) {
PadUtils_UpdateRelXY(newInput);
newInput->press.stick_x += (s8)(newInput->cur.stick_x - newInput->prev.stick_x);
newInput->press.stick_y += (s8)(newInput->cur.stick_y - newInput->prev.stick_y);
// #region SOH [Enhancement]
PadUtils_UpdateRelRXY(newInput);
newInput->press.right_stick_x += (s8)(newInput->cur.right_stick_x - newInput->prev.right_stick_x);
newInput->press.right_stick_y += (s8)(newInput->cur.right_stick_y - newInput->prev.right_stick_y);
// #endregion
}
ogInput++;
newInput++;

View File

@ -92,3 +92,60 @@ void PadUtils_UpdateRelXY(Input* input) {
PadUtils_SetRelXY(input, relX, relY);
}
// #region SOH [Enhancement]
s8 PadUtils_GetCurRX(Input* input) {
return input->cur.right_stick_x;
}
s8 PadUtils_GetCurRY(Input* input) {
return input->cur.right_stick_y;
}
void PadUtils_SetRelRXY(Input* input, s32 x, s32 y) {
input->rel.right_stick_x = x;
input->rel.right_stick_y = y;
}
s8 PadUtils_GetRelRXImpl(Input* input) {
return input->rel.right_stick_x;
}
s8 PadUtils_GetRelRYImpl(Input* input) {
return input->rel.right_stick_y;
}
s8 PadUtils_GetRelRX(Input* input) {
return PadUtils_GetRelRXImpl(input);
}
s8 PadUtils_GetRelRY(Input* input) {
return PadUtils_GetRelRYImpl(input);
}
void PadUtils_UpdateRelRXY(Input* input) {
s32 curX = PadUtils_GetCurRX(input);
s32 curY = PadUtils_GetCurRY(input);
s32 relX;
s32 relY;
if (curX > 7) {
relX = (curX < 0x43) ? curX - 7 : 0x43 - 7;
} else if (curX < -7) {
relX = (curX > -0x43) ? curX + 7 : -0x43 + 7;
} else {
relX = 0;
}
if (curY > 7) {
relY = (curY < 0x43) ? curY - 7 : 0x43 - 7;
} else if (curY < -7) {
relY = (curY > -0x43) ? curY + 7 : -0x43 + 7;
} else {
relY = 0;
}
PadUtils_SetRelRXY(input, relX, relY);
}
// #endregion

View File

@ -7235,11 +7235,41 @@ s32 func_8083FD78(Player* this, f32* arg1, s16* arg2, PlayState* play) {
*arg2 = this->actor.shape.rot.y;
}
if (this->unk_664 != NULL) {
func_8083DB98(this, 1);
// #region SOH [Enhancement]
if (CVarGetInteger("gRightStickAiming", 0) || !CVarGetInteger("gInvertZAimingYAxis", 1)) {
if (this->unk_664 != NULL) {
func_8083DB98(this, 1);
} else {
int8_t relStickY;
// preserves simultaneous left/right-stick aiming
if (CVarGetInteger("gRightStickAiming", 0)) {
if ((sControlInput->rel.stick_y + sControlInput->rel.right_stick_y) >= 0) {
relStickY = (((sControlInput->rel.stick_y) > (sControlInput->rel.right_stick_y))
? (sControlInput->rel.stick_y)
: (sControlInput->rel.right_stick_y));
} else {
relStickY = (((sControlInput->rel.stick_y) < (sControlInput->rel.right_stick_y))
? (sControlInput->rel.stick_y)
: (sControlInput->rel.right_stick_y));
}
} else {
relStickY = sControlInput->rel.stick_y;
}
Math_SmoothStepToS(&this->actor.focus.rot.x,
relStickY * (CVarGetInteger("gInvertZAimingYAxis", 1) ? 1 : -1) * 240.0f, 14, 4000, 30);
func_80836AB8(this, 1);
}
// #endregion
} else {
Math_SmoothStepToS(&this->actor.focus.rot.x, sControlInput->rel.stick_y * 240.0f, 14, 4000, 30);
func_80836AB8(this, 1);
if (this->unk_664 != NULL) {
func_8083DB98(this, 1);
} else {
Math_SmoothStepToS(&this->actor.focus.rot.x, sControlInput->rel.stick_y * 240.0f, 14, 4000, 30);
func_80836AB8(this, 1);
}
}
} else {
if (this->unk_664 != NULL) {