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Separate X/Y axis sensitivity sliders (#2472)
* Update z_camera.c * Update GameControlEditor.cpp * Update GameControlEditor.cpp * Update GameControlEditor.cpp Adding Sliders for first person X and Y axis * Update z_player.c Modified variables to allowed separate sensitivity settings for x and y axis
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@ -244,8 +244,10 @@ namespace GameControlEditor {
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DrawHelpIcon("Prevents the C-Up view from auto-centering, allowing for Gyro Aiming");
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UIWidgets::PaddedEnhancementCheckbox("Enable Custom Aiming/First-Person sensitivity", "gEnableFirstPersonSensitivity", true, false);
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if (CVarGetInteger("gEnableFirstPersonSensitivity", 0)) {
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UIWidgets::EnhancementSliderFloat("Aiming/First-Person Sensitivity: %d %%", "##FirstPersonSensitivity",
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"gFirstPersonCameraSensitivity", 0.01f, 5.0f, "", 1.0f, true, true);
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UIWidgets::EnhancementSliderFloat("Aiming/First-Person Horizontal Sensitivity: %d %%", "##FirstPersonSensitivity Horizontal",
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"gFirstPersonCameraSensitivityX", 0.01f, 5.0f, "", 1.0f, true, true);
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UIWidgets::EnhancementSliderFloat("Aiming/First-Person Vertical Sensitivity: %d %%", "##FirstPersonSensitivity Vertical",
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"gFirstPersonCameraSensitivityY", 0.01f, 5.0f, "", 1.0f, true, true);
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} else {
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CVarSetFloat("gFirstPersonCameraSensitivity", 1.0f);
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}
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@ -261,8 +263,10 @@ namespace GameControlEditor {
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DrawHelpIcon("Inverts the Camera X Axis in:\n-Free camera");
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UIWidgets::PaddedEnhancementCheckbox("Invert Camera Y Axis", "gInvertYAxis");
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DrawHelpIcon("Inverts the Camera Y Axis in:\n-Free camera");
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UIWidgets::EnhancementSliderFloat("Third-Person Sensitivity: %d %%", "##ThirdPersonSensitivity",
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"gThirdPersonCameraSensitivity", 0.01f, 5.0f, "", 1.0f, true, true);
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+ UIWidgets::EnhancementSliderFloat("Third-Person Horizontal Sensitivity: %d %%", "##ThirdPersonSensitivity Horizontal",
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+ "gThirdPersonCameraSensitivityX", 0.01f, 5.0f, "", 1.0f, true, true);
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+ UIWidgets::EnhancementSliderFloat("Third-Person Vertical Sensitivity: %d %%", "##ThirdPersonSensitivity Vertical",
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+ "gThirdPersonCameraSensitivityY", 0.01f, 5.0f, "", 1.0f, true, true);
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UIWidgets::EnhancementSliderInt("Camera Distance: %d", "##CamDist",
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"gFreeCameraDistMax", 100, 900, "", 185, true);
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UIWidgets::EnhancementSliderInt("Camera Transition Speed: %d", "##CamTranSpeed",
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@ -1485,8 +1485,8 @@ s32 Camera_Free(Camera* camera) {
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camera->animState = 0;
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f32 newCamX = -D_8015BD7C->state.input[0].cur.right_stick_x * 10.0f * (CVarGetFloat("gThirdPersonCameraSensitivity", 1.0f));
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f32 newCamY = D_8015BD7C->state.input[0].cur.right_stick_y * 10.0f * (CVarGetFloat("gThirdPersonCameraSensitivity", 1.0f));
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f32 newCamX = -D_8015BD7C->state.input[0].cur.right_stick_x * 10.0f * (CVarGetFloat("gThirdPersonCameraSensitivityX", 1.0f));
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f32 newCamY = D_8015BD7C->state.input[0].cur.right_stick_y * 10.0f * (CVarGetFloat("gThirdPersonCameraSensitivityY", 1.0f));
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camera->play->camX += newCamX * (CVarGetInteger("gInvertXAxis", 0) ? -1 : 1);
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camera->play->camY += newCamY * (CVarGetInteger("gInvertYAxis", 1) ? 1 : -1);
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@ -11281,14 +11281,14 @@ s16 func_8084ABD8(PlayState* play, Player* this, s32 arg2, s16 arg3) {
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temp2 = sControlInput->rel.stick_y * 240.0f * (CVarGetInteger("gInvertAimingYAxis", 1) ? 1 : -1); // Sensitivity not applied here because higher than default sensitivies will allow the camera to escape the autocentering, and glitch out massively
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Math_SmoothStepToS(&this->actor.focus.rot.x, temp2, 14, 4000, 30);
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temp2 = sControlInput->rel.stick_x * -16.0f * (CVarGetInteger("gInvertAimingXAxis", 0) ? -1 : 1) * (CVarGetFloat("gFirstPersonCameraSensitivity", 1.0f));
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temp2 = sControlInput->rel.stick_x * -16.0f * (CVarGetInteger("gInvertAimingXAxis", 0) ? -1 : 1) * (CVarGetFloat("gFirstPersonCameraSensitivityX", 1.0f));
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temp2 = CLAMP(temp2, -3000, 3000);
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this->actor.focus.rot.y += temp2;
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} else {
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temp1 = (this->stateFlags1 & PLAYER_STATE1_23) ? 3500 : 14000;
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temp3 = ((sControlInput->rel.stick_y >= 0) ? 1 : -1) *
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(s32)((1.0f - Math_CosS(sControlInput->rel.stick_y * 200)) * 1500.0f *
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(CVarGetInteger("gInvertAimingYAxis", 1) ? 1 : -1)) * (CVarGetFloat("gFirstPersonCameraSensitivity", 1.0f));
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(CVarGetInteger("gInvertAimingYAxis", 1) ? 1 : -1)) * (CVarGetFloat("gFirstPersonCameraSensitivityY", 1.0f));
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this->actor.focus.rot.x += temp3;
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if (fabsf(sControlInput->cur.gyro_x) > 0.01f) {
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@ -11297,7 +11297,7 @@ s16 func_8084ABD8(PlayState* play, Player* this, s32 arg2, s16 arg3) {
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if (fabsf(sControlInput->cur.right_stick_y) > 15.0f && CVarGetInteger("gRightStickAiming", 0) != 0) {
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this->actor.focus.rot.x -=
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(sControlInput->cur.right_stick_y) * 10.0f * (CVarGetInteger("gInvertAimingYAxis", 1) ? -1 : 1) * (CVarGetFloat("gFirstPersonCameraSensitivity", 1.0f));
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(sControlInput->cur.right_stick_y) * 10.0f * (CVarGetInteger("gInvertAimingYAxis", 1) ? -1 : 1) * (CVarGetFloat("gFirstPersonCameraSensitivityY", 1.0f));
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}
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this->actor.focus.rot.x = CLAMP(this->actor.focus.rot.x, -temp1, temp1);
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@ -11306,7 +11306,7 @@ s16 func_8084ABD8(PlayState* play, Player* this, s32 arg2, s16 arg3) {
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temp2 = this->actor.focus.rot.y - this->actor.shape.rot.y;
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temp3 = ((sControlInput->rel.stick_x >= 0) ? 1 : -1) *
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(s32)((1.0f - Math_CosS(sControlInput->rel.stick_x * 200)) * -1500.0f *
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(CVarGetInteger("gInvertAimingXAxis", 0) ? -1 : 1)) * (CVarGetFloat("gFirstPersonCameraSensitivity", 1.0f));
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(CVarGetInteger("gInvertAimingXAxis", 0) ? -1 : 1)) * (CVarGetFloat("gFirstPersonCameraSensitivityX", 1.0f));
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temp2 += temp3;
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this->actor.focus.rot.y = CLAMP(temp2, -temp1, temp1) + this->actor.shape.rot.y;
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@ -11317,7 +11317,7 @@ s16 func_8084ABD8(PlayState* play, Player* this, s32 arg2, s16 arg3) {
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if (fabsf(sControlInput->cur.right_stick_x) > 15.0f && CVarGetInteger("gRightStickAiming", 0) != 0) {
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this->actor.focus.rot.y +=
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(sControlInput->cur.right_stick_x) * 10.0f * (CVarGetInteger("gInvertAimingXAxis", 0) ? 1 : -1) * (CVarGetFloat("gFirstPersonCameraSensitivity", 1.0f));
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(sControlInput->cur.right_stick_x) * 10.0f * (CVarGetInteger("gInvertAimingXAxis", 0) ? 1 : -1) * (CVarGetFloat("gFirstPersonCameraSensitivityX", 1.0f));
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}
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}
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