mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2025-08-14 02:27:21 -07:00
Adds game specific camera options (#1212)
* Adds inversion options * Fixes compilation * Adds options to new detailed control editor * Fixes inversion on C-Up view * Fixes right stick aiming * Fixes right stick aiming again * Adds tooltip function + tooltips to gamecontroleditor.cpp * Fixes tooltip for X axis * Uses LUS tooltip function instead of new one * Adds padding to camera control editor To fit more in line with other enhancement checkboxes
This commit is contained in:
parent
168e84498f
commit
d735616020
4 changed files with 95 additions and 32 deletions
|
@ -1488,8 +1488,8 @@ s32 Camera_Free(Camera* camera) {
|
|||
f32 newCamX = -D_8015BD7C->state.input[0].cur.right_stick_x * 10.0f;
|
||||
f32 newCamY = D_8015BD7C->state.input[0].cur.right_stick_y * 10.0f;
|
||||
|
||||
camera->globalCtx->camX += newCamX;
|
||||
camera->globalCtx->camY += newCamY;
|
||||
camera->globalCtx->camX += newCamX * (CVar_GetS32("gInvertXAxis", 0) ? -1 : 1);
|
||||
camera->globalCtx->camY += newCamY * (CVar_GetS32("gInvertYAxis", 0) ? 1 : -1);
|
||||
|
||||
if (camera->globalCtx->camY > 0x32A4) {
|
||||
camera->globalCtx->camY = 0x32A4;
|
||||
|
|
|
@ -11175,42 +11175,83 @@ void Player_Destroy(Actor* thisx, GlobalContext* globalCtx) {
|
|||
}
|
||||
|
||||
s16 func_8084ABD8(GlobalContext* globalCtx, Player* this, s32 arg2, s16 arg3) {
|
||||
s32 temp1;
|
||||
s16 temp2;
|
||||
s16 temp3;
|
||||
s32 temp1;
|
||||
s16 temp2;
|
||||
s16 temp3;
|
||||
|
||||
if (!func_8002DD78(this) && !func_808334B4(this) && (arg2 == 0)) {
|
||||
temp2 = sControlInput->rel.stick_y * 240.0f;
|
||||
Math_SmoothStepToS(&this->actor.focus.rot.x, temp2, 14, 4000, 30);
|
||||
if (!func_8002DD78(this) && !func_808334B4(this) && (arg2 == 0)) {
|
||||
if (CVar_GetS32("gAutoCenterView", 0) != 0) {
|
||||
temp2 = sControlInput->rel.stick_y * 240.0f * (CVar_GetS32("gInvertYAxis", 0) ? -1 : 1);
|
||||
Math_SmoothStepToS(&this->actor.focus.rot.x, temp2, 14, 4000, 30);
|
||||
|
||||
temp2 = sControlInput->rel.stick_x * -16.0f;
|
||||
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);
|
||||
this->actor.focus.rot.x += temp3;
|
||||
temp2 = sControlInput->rel.stick_x * -16.0f * (CVar_GetS32("gInvertXAxis", 0) ? -1 : 1);
|
||||
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 * (CVar_GetS32("gInvertYAxis", 0) ? 1 : -1));
|
||||
this->actor.focus.rot.x += temp3;
|
||||
|
||||
if (fabsf(sControlInput->cur.gyro_x) > 0.01f) {
|
||||
this->actor.focus.rot.x -= (sControlInput->cur.gyro_x) * 750.0f;
|
||||
}
|
||||
if (fabsf(sControlInput->cur.gyro_x) > 0.01f) {
|
||||
this->actor.focus.rot.x -= (sControlInput->cur.gyro_x) * 750.0f;
|
||||
}
|
||||
|
||||
if (fabsf(sControlInput->cur.right_stick_y) > 15.0f && CVar_GetS32("gRightStickAiming", 0) != 0) {
|
||||
this->actor.focus.rot.x -= (sControlInput->cur.right_stick_y) * 10.0f * (CVar_GetS32("gInvertYAxis", 0) ? -1 : 1);
|
||||
}
|
||||
|
||||
this->actor.focus.rot.x = CLAMP(this->actor.focus.rot.x, -temp1, temp1);
|
||||
this->actor.focus.rot.x = CLAMP(this->actor.focus.rot.x, -temp1, temp1);
|
||||
|
||||
temp1 = 19114;
|
||||
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);
|
||||
temp2 += temp3;
|
||||
temp1 = 19114;
|
||||
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 * (CVar_GetS32("gInvertXAxis", 0) ? -1 : 1));
|
||||
temp2 += temp3;
|
||||
|
||||
this->actor.focus.rot.y = CLAMP(temp2, -temp1, temp1) + this->actor.shape.rot.y;
|
||||
this->actor.focus.rot.y = CLAMP(temp2, -temp1, temp1) + this->actor.shape.rot.y;
|
||||
|
||||
if (fabsf(sControlInput->cur.gyro_y) > 0.01f) {
|
||||
this->actor.focus.rot.y += (sControlInput->cur.gyro_y) * 750.0f;
|
||||
}
|
||||
}
|
||||
if (fabsf(sControlInput->cur.gyro_y) > 0.01f) {
|
||||
this->actor.focus.rot.y += (sControlInput->cur.gyro_y) * 750.0f;
|
||||
}
|
||||
|
||||
if (fabsf(sControlInput->cur.right_stick_x) > 15.0f && CVar_GetS32("gRightStickAiming", 0) != 0) {
|
||||
this->actor.focus.rot.y += (sControlInput->cur.right_stick_x) * 10.0f * (CVar_GetS32("gInvertXAxis", 0) ? 1 : -1);
|
||||
}
|
||||
}
|
||||
}
|
||||
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 * (CVar_GetS32("gInvertYAxis", 0) ? 1 : -1));
|
||||
this->actor.focus.rot.x += temp3;
|
||||
|
||||
if (fabsf(sControlInput->cur.gyro_x) > 0.01f) {
|
||||
this->actor.focus.rot.x -= (sControlInput->cur.gyro_x) * 750.0f;
|
||||
}
|
||||
|
||||
if (fabsf(sControlInput->cur.right_stick_y) > 15.0f && CVar_GetS32("gRightStickAiming", 0) != 0) {
|
||||
this->actor.focus.rot.x -= (sControlInput->cur.right_stick_y) * 10.0f * (CVar_GetS32("gInvertYAxis", 0) ? -1 : 1);
|
||||
}
|
||||
|
||||
this->actor.focus.rot.x = CLAMP(this->actor.focus.rot.x, -temp1, temp1);
|
||||
|
||||
temp1 = 19114;
|
||||
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 * (CVar_GetS32("gInvertXAxis", 0) ? -1 : 1));
|
||||
temp2 += temp3;
|
||||
|
||||
this->actor.focus.rot.y = CLAMP(temp2, -temp1, temp1) + this->actor.shape.rot.y;
|
||||
|
||||
if (fabsf(sControlInput->cur.gyro_y) > 0.01f) {
|
||||
this->actor.focus.rot.y += (sControlInput->cur.gyro_y) * 750.0f;
|
||||
}
|
||||
|
||||
if (fabsf(sControlInput->cur.right_stick_x) > 15.0f && CVar_GetS32("gRightStickAiming", 0) != 0) {
|
||||
this->actor.focus.rot.y += (sControlInput->cur.right_stick_x) * 10.0f * (CVar_GetS32("gInvertXAxis", 0) ? 1 : -1);
|
||||
}
|
||||
}
|
||||
|
||||
this->unk_6AE |= 2;
|
||||
return func_80836AB8(this, (globalCtx->shootingGalleryStatus != 0) || func_8002DD78(this) || func_808334B4(this)) -
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue