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Merge branch 'actor-accessibility-experiments' of https://www.github.com/caturria/shipwright into actor-accessibility-experiments
This commit is contained in:
commit
e5a6b50246
3 changed files with 9 additions and 5 deletions
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@ -27,7 +27,7 @@ s8 reverbAdd = 0;
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#define SEQ_COUNT_BGM_EVENT 17
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#define SEQ_COUNT_INSTRUMENT 6
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#define SEQ_COUNT_SFX 57
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#define SEQ_COUNT_VOICE 78
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#define SEQ_COUNT_VOICE 107
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size_t AuthenticCountBySequenceType(SeqType type) {
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switch (type) {
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@ -220,7 +220,7 @@ void Draw_SfxTab(const std::string& tabId, SeqType type) {
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}
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ImGui::TableNextColumn();
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ImGui::PushItemWidth(-FLT_MIN);
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DrawPreviewButton((type == SEQ_SFX || type == SEQ_INSTRUMENT) ? defaultValue : currentValue, seqData.sfxKey, type);
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DrawPreviewButton((type == SEQ_SFX || type == SEQ_VOICE || type == SEQ_INSTRUMENT) ? defaultValue : currentValue, seqData.sfxKey, type);
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ImGui::SameLine();
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ImGui::PushItemWidth(-FLT_MIN);
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if (ImGui::Button(resetButton.c_str())) {
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@ -273,7 +273,7 @@ std::string GetSequenceTypeName(SeqType type) {
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case SEQ_SFX:
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return "SFX";
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case SEQ_VOICE:
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return "VOICE";
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return "Voice";
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case SEQ_INSTRUMENT:
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return "Instrument";
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case SEQ_BGM_CUSTOM:
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@ -237,6 +237,10 @@ namespace GameControlEditor {
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DrawHelpIcon("Inverts the Camera X Axis in:\n-First-Person/C-Up view\n-Weapon Aiming");
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UIWidgets::PaddedEnhancementCheckbox("Invert Aiming Y Axis", "gInvertAimingYAxis", true, true, false, "", UIWidgets::CheckboxGraphics::Cross, true);
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DrawHelpIcon("Inverts the Camera Y Axis in:\n-First-Person/C-Up view\n-Weapon Aiming");
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UIWidgets::PaddedEnhancementCheckbox("Invert Shield Aiming Y Axis", "gInvertShieldAimingYAxis", true, true, false, "", UIWidgets::CheckboxGraphics::Cross, true);
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DrawHelpIcon("Inverts the Shield Aiming Y Axis");
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UIWidgets::PaddedEnhancementCheckbox("Invert Shield Aiming X Axis", "gInvertShieldAimingXAxis");
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DrawHelpIcon("Inverts the Shield Aiming X Axis");
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UIWidgets::PaddedEnhancementCheckbox("Disable Auto-Centering in First-Person View", "gDisableAutoCenterViewFirstPerson");
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DrawHelpIcon("Prevents the C-Up view from auto-centering, allowing for Gyro Aiming");
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if (UIWidgets::PaddedEnhancementCheckbox("Enable Custom Aiming/First-Person sensitivity", "gEnableFirstPersonSensitivity", true, false)) {
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@ -8185,8 +8185,8 @@ void func_80843188(Player* this, PlayState* play) {
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func_8083721C(this);
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if (this->unk_850 != 0) {
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sp54 = sControlInput->rel.stick_y * 100;
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sp50 = sControlInput->rel.stick_x * (CVarGetInteger("gMirroredWorld", 0) ? 120 : -120);
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sp54 = sControlInput->rel.stick_y * 100 * (CVarGetInteger("gInvertShieldAimingYAxis", 1) ? 1 : -1);
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sp50 = sControlInput->rel.stick_x * (CVarGetInteger("gMirroredWorld", 0) ? 120 : -120) * (CVarGetInteger("gInvertShieldAimingXAxis", 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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