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Fix shield invert tooltips and X-axis application (#4802)
* Update Forest and Carpenters CVars in the migrator. * Fix shield invert tooltips and X-axis application.
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@ -1582,9 +1582,9 @@ void SohInputEditorWindow::DrawCameraControlPanel() {
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UIWidgets::PaddedEnhancementCheckbox("Invert Aiming Y Axis", CVAR_SETTING("Controls.InvertAimingYAxis"), true, true, false, "", UIWidgets::CheckboxGraphics::Cross, true);
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UIWidgets::Tooltip("Inverts the Camera Y Axis in:\n-First-Person/C-Up view\n-Weapon Aiming");
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UIWidgets::PaddedEnhancementCheckbox("Invert Shield Aiming X Axis", CVAR_SETTING("Controls.InvertShieldAimingXAxis"), true, true, false, "", UIWidgets::CheckboxGraphics::Cross, true);
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UIWidgets::Tooltip("Inverts the Shield Aiming Y Axis");
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UIWidgets::PaddedEnhancementCheckbox("Invert Shield Aiming Y Axis", CVAR_SETTING("Controls.InvertShieldAimingYAxis"));
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UIWidgets::Tooltip("Inverts the Shield Aiming X Axis");
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UIWidgets::PaddedEnhancementCheckbox("Invert Shield Aiming Y Axis", CVAR_SETTING("Controls.InvertShieldAimingYAxis"));
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UIWidgets::Tooltip("Inverts the Shield Aiming Y Axis");
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UIWidgets::PaddedEnhancementCheckbox("Invert Z-Weapon Aiming Y Axis", CVAR_SETTING("Controls.InvertZAimingYAxis"), true, true, false, "", UIWidgets::CheckboxGraphics::Cross, true);
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UIWidgets::Tooltip("Inverts the Camera Y Axis in:\n-Z-Weapon Aiming");
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UIWidgets::PaddedEnhancementCheckbox("Disable Auto-Centering in First-Person View", CVAR_SETTING("DisableFirstPersonAutoCenterView"));
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@ -1321,12 +1321,12 @@ namespace SOH {
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{ MigrationAction::Rename, "gRandomizeEnableBombchuDrops", "gRandoSettings.EnableBombchuDrops" },
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{ MigrationAction::Rename, "gRandomizeEnableGlitchCutscenes", "gRandoSettings.EnableGlitchCutscenes" },
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{ MigrationAction::Rename, "gRandomizeEnabledTricks", "gRandoSettings.EnabledTricks" },
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{ MigrationAction::Rename, "gRandomizeForest", "gRandoSettings.Forest" },
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{ MigrationAction::Rename, "gRandomizeForest", "gRandoSettings.ClosedForest" },
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{ MigrationAction::Rename, "gRandomizeFrogsHint", "gRandoSettings.FrogsHint" },
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{ MigrationAction::Rename, "gRandomizeFullWallets", "gRandoSettings.FullWallets" },
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{ MigrationAction::Rename, "gRandomizeGanonTrial", "gRandoSettings.GanonTrial" },
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{ MigrationAction::Rename, "gRandomizeGanonTrialCount", "gRandoSettings.GanonTrialCount" },
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{ MigrationAction::Rename, "gRandomizeGerudoFortress", "gRandoSettings.GerudoFortress" },
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{ MigrationAction::Rename, "gRandomizeGerudoFortress", "gRandoSettings.FortressCarpenters" },
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{ MigrationAction::Rename, "gRandomizeGerudoKeys", "gRandoSettings.GerudoKeys" },
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{ MigrationAction::Rename, "gRandomizeGossipStoneHints", "gRandoSettings.GossipStoneHints" },
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{ MigrationAction::Rename, "gRandomizeGregHint", "gRandoSettings.GregHint" },
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@ -9269,7 +9269,7 @@ void Player_Action_80843188(Player* this, PlayState* play) {
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f32 sp40;
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sp54 = sControlInput->rel.stick_y * 100 * (CVarGetInteger(CVAR_SETTING("Controls.InvertShieldAimingYAxis"), 1) ? 1 : -1);
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sp50 = sControlInput->rel.stick_x * (CVarGetInteger(CVAR_ENHANCEMENT("MirroredWorld"), 0) ? 120 : -120) * (CVarGetInteger(CVAR_SETTING("Controls.InvertShieldAimingYAxis"), 0) ? -1 : 1);
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sp50 = sControlInput->rel.stick_x * (CVarGetInteger(CVAR_ENHANCEMENT("MirroredWorld"), 0) ? 120 : -120) * (CVarGetInteger(CVAR_SETTING("Controls.InvertShieldAimingXAxis"), 0) ? -1 : 1);
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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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