From 188ec26f5a543c773c49aee02dc802a2b90290ba Mon Sep 17 00:00:00 2001 From: LuigiXHero Date: Fri, 25 Aug 2023 10:59:16 -0700 Subject: [PATCH 1/2] Fix the preview in voice tab (#3142) I forgot to add seq_voice to a line also fixed voice count and fixed the capitalization on voice Co-authored-by: LuigiXHero --- soh/soh/Enhancements/audio/AudioEditor.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/soh/soh/Enhancements/audio/AudioEditor.cpp b/soh/soh/Enhancements/audio/AudioEditor.cpp index e6440f605..92077afcb 100644 --- a/soh/soh/Enhancements/audio/AudioEditor.cpp +++ b/soh/soh/Enhancements/audio/AudioEditor.cpp @@ -27,7 +27,7 @@ s8 reverbAdd = 0; #define SEQ_COUNT_BGM_EVENT 17 #define SEQ_COUNT_INSTRUMENT 6 #define SEQ_COUNT_SFX 57 -#define SEQ_COUNT_VOICE 78 +#define SEQ_COUNT_VOICE 107 size_t AuthenticCountBySequenceType(SeqType type) { switch (type) { @@ -220,7 +220,7 @@ void Draw_SfxTab(const std::string& tabId, SeqType type) { } ImGui::TableNextColumn(); ImGui::PushItemWidth(-FLT_MIN); - DrawPreviewButton((type == SEQ_SFX || type == SEQ_INSTRUMENT) ? defaultValue : currentValue, seqData.sfxKey, type); + DrawPreviewButton((type == SEQ_SFX || type == SEQ_VOICE || type == SEQ_INSTRUMENT) ? defaultValue : currentValue, seqData.sfxKey, type); ImGui::SameLine(); ImGui::PushItemWidth(-FLT_MIN); if (ImGui::Button(resetButton.c_str())) { @@ -273,7 +273,7 @@ std::string GetSequenceTypeName(SeqType type) { case SEQ_SFX: return "SFX"; case SEQ_VOICE: - return "VOICE"; + return "Voice"; case SEQ_INSTRUMENT: return "Instrument"; case SEQ_BGM_CUSTOM: From 738172d9edb12a0f2757596ed89ff4737e7032be Mon Sep 17 00:00:00 2001 From: PhysicBerry Date: Fri, 25 Aug 2023 14:00:11 -0400 Subject: [PATCH 2/2] Add Shield Aim Invert X & Y Axis Options (#3055) * Added Shield Aim Invert Y Axis Option Adds an option in the menu that allows players to invert the shield aiming across the Y Axis. Defaults as checked to replicate original behavior. * Shield Aiming Improvements Added an option to invert X Axis Shield Aiming and corrected the default value for Y Axis Shield Aiming. --- soh/soh/Enhancements/controls/GameControlEditor.cpp | 4 ++++ soh/src/overlays/actors/ovl_player_actor/z_player.c | 4 ++-- 2 files changed, 6 insertions(+), 2 deletions(-) diff --git a/soh/soh/Enhancements/controls/GameControlEditor.cpp b/soh/soh/Enhancements/controls/GameControlEditor.cpp index 3b2415de6..3bd650637 100644 --- a/soh/soh/Enhancements/controls/GameControlEditor.cpp +++ b/soh/soh/Enhancements/controls/GameControlEditor.cpp @@ -237,6 +237,10 @@ namespace GameControlEditor { DrawHelpIcon("Inverts the Camera X Axis in:\n-First-Person/C-Up view\n-Weapon Aiming"); UIWidgets::PaddedEnhancementCheckbox("Invert Aiming Y Axis", "gInvertAimingYAxis", true, true, false, "", UIWidgets::CheckboxGraphics::Cross, true); DrawHelpIcon("Inverts the Camera Y Axis in:\n-First-Person/C-Up view\n-Weapon Aiming"); + UIWidgets::PaddedEnhancementCheckbox("Invert Shield Aiming Y Axis", "gInvertShieldAimingYAxis", true, true, false, "", UIWidgets::CheckboxGraphics::Cross, true); + DrawHelpIcon("Inverts the Shield Aiming Y Axis"); + UIWidgets::PaddedEnhancementCheckbox("Invert Shield Aiming X Axis", "gInvertShieldAimingXAxis"); + DrawHelpIcon("Inverts the Shield Aiming X Axis"); 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)) { diff --git a/soh/src/overlays/actors/ovl_player_actor/z_player.c b/soh/src/overlays/actors/ovl_player_actor/z_player.c index 1b56cc5ad..b5ddcaa7c 100644 --- a/soh/src/overlays/actors/ovl_player_actor/z_player.c +++ b/soh/src/overlays/actors/ovl_player_actor/z_player.c @@ -8185,8 +8185,8 @@ void func_80843188(Player* this, PlayState* play) { func_8083721C(this); if (this->unk_850 != 0) { - sp54 = sControlInput->rel.stick_y * 100; - sp50 = sControlInput->rel.stick_x * (CVarGetInteger("gMirroredWorld", 0) ? 120 : -120); + sp54 = sControlInput->rel.stick_y * 100 * (CVarGetInteger("gInvertShieldAimingYAxis", 1) ? 1 : -1); + sp50 = sControlInput->rel.stick_x * (CVarGetInteger("gMirroredWorld", 0) ? 120 : -120) * (CVarGetInteger("gInvertShieldAimingXAxis", 0) ? -1 : 1); sp4E = this->actor.shape.rot.y - Camera_GetInputDirYaw(GET_ACTIVE_CAM(play)); sp40 = Math_CosS(sp4E);