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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Bigs 2023-02-16 12:12:21 +10:30 committed by GitHub
commit d275740c88
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3 changed files with 15 additions and 11 deletions

View file

@ -1485,8 +1485,8 @@ s32 Camera_Free(Camera* camera) {
camera->animState = 0;
f32 newCamX = -D_8015BD7C->state.input[0].cur.right_stick_x * 10.0f * (CVarGetFloat("gThirdPersonCameraSensitivity", 1.0f));
f32 newCamY = D_8015BD7C->state.input[0].cur.right_stick_y * 10.0f * (CVarGetFloat("gThirdPersonCameraSensitivity", 1.0f));
f32 newCamX = -D_8015BD7C->state.input[0].cur.right_stick_x * 10.0f * (CVarGetFloat("gThirdPersonCameraSensitivityX", 1.0f));
f32 newCamY = D_8015BD7C->state.input[0].cur.right_stick_y * 10.0f * (CVarGetFloat("gThirdPersonCameraSensitivityY", 1.0f));
camera->play->camX += newCamX * (CVarGetInteger("gInvertXAxis", 0) ? -1 : 1);
camera->play->camY += newCamY * (CVarGetInteger("gInvertYAxis", 1) ? 1 : -1);

View file

@ -11281,14 +11281,14 @@ s16 func_8084ABD8(PlayState* play, Player* this, s32 arg2, s16 arg3) {
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
Math_SmoothStepToS(&this->actor.focus.rot.x, temp2, 14, 4000, 30);
temp2 = sControlInput->rel.stick_x * -16.0f * (CVarGetInteger("gInvertAimingXAxis", 0) ? -1 : 1) * (CVarGetFloat("gFirstPersonCameraSensitivity", 1.0f));
temp2 = sControlInput->rel.stick_x * -16.0f * (CVarGetInteger("gInvertAimingXAxis", 0) ? -1 : 1) * (CVarGetFloat("gFirstPersonCameraSensitivityX", 1.0f));
temp2 = CLAMP(temp2, -3000, 3000);
this->actor.focus.rot.y += temp2;
} else {
temp1 = (this->stateFlags1 & PLAYER_STATE1_23) ? 3500 : 14000;
temp3 = ((sControlInput->rel.stick_y >= 0) ? 1 : -1) *
(s32)((1.0f - Math_CosS(sControlInput->rel.stick_y * 200)) * 1500.0f *
(CVarGetInteger("gInvertAimingYAxis", 1) ? 1 : -1)) * (CVarGetFloat("gFirstPersonCameraSensitivity", 1.0f));
(CVarGetInteger("gInvertAimingYAxis", 1) ? 1 : -1)) * (CVarGetFloat("gFirstPersonCameraSensitivityY", 1.0f));
this->actor.focus.rot.x += temp3;
if (fabsf(sControlInput->cur.gyro_x) > 0.01f) {
@ -11297,7 +11297,7 @@ s16 func_8084ABD8(PlayState* play, Player* this, s32 arg2, s16 arg3) {
if (fabsf(sControlInput->cur.right_stick_y) > 15.0f && CVarGetInteger("gRightStickAiming", 0) != 0) {
this->actor.focus.rot.x -=
(sControlInput->cur.right_stick_y) * 10.0f * (CVarGetInteger("gInvertAimingYAxis", 1) ? -1 : 1) * (CVarGetFloat("gFirstPersonCameraSensitivity", 1.0f));
(sControlInput->cur.right_stick_y) * 10.0f * (CVarGetInteger("gInvertAimingYAxis", 1) ? -1 : 1) * (CVarGetFloat("gFirstPersonCameraSensitivityY", 1.0f));
}
this->actor.focus.rot.x = CLAMP(this->actor.focus.rot.x, -temp1, temp1);
@ -11306,7 +11306,7 @@ s16 func_8084ABD8(PlayState* play, Player* this, s32 arg2, s16 arg3) {
temp2 = this->actor.focus.rot.y - this->actor.shape.rot.y;
temp3 = ((sControlInput->rel.stick_x >= 0) ? 1 : -1) *
(s32)((1.0f - Math_CosS(sControlInput->rel.stick_x * 200)) * -1500.0f *
(CVarGetInteger("gInvertAimingXAxis", 0) ? -1 : 1)) * (CVarGetFloat("gFirstPersonCameraSensitivity", 1.0f));
(CVarGetInteger("gInvertAimingXAxis", 0) ? -1 : 1)) * (CVarGetFloat("gFirstPersonCameraSensitivityX", 1.0f));
temp2 += temp3;
this->actor.focus.rot.y = CLAMP(temp2, -temp1, temp1) + this->actor.shape.rot.y;
@ -11317,7 +11317,7 @@ s16 func_8084ABD8(PlayState* play, Player* this, s32 arg2, s16 arg3) {
if (fabsf(sControlInput->cur.right_stick_x) > 15.0f && CVarGetInteger("gRightStickAiming", 0) != 0) {
this->actor.focus.rot.y +=
(sControlInput->cur.right_stick_x) * 10.0f * (CVarGetInteger("gInvertAimingXAxis", 0) ? 1 : -1) * (CVarGetFloat("gFirstPersonCameraSensitivity", 1.0f));
(sControlInput->cur.right_stick_x) * 10.0f * (CVarGetInteger("gInvertAimingXAxis", 0) ? 1 : -1) * (CVarGetFloat("gFirstPersonCameraSensitivityX", 1.0f));
}
}