Implement gMoveWhileFirstPerson
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@@ -11832,6 +11832,9 @@ s16 func_8084ABD8(PlayState* play, Player* this, s32 arg2, s16 arg3) {
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if (!func_8002DD78(this) && !func_808334B4(this) && (arg2 == 0)) { // First person without weapon
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// Y Axis
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if (!CVarGetInteger("gMoveWhileFirstPerson", 0)) {
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temp2 += sControlInput->rel.stick_y * 240.0f * invertYAxisMulti * yAxisMulti;
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}
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if (CVarGetInteger("gRightStickAiming", 0) && fabsf(sControlInput->cur.right_stick_y) > 15.0f) {
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temp2 += sControlInput->cur.right_stick_y * 240.0f * invertYAxisMulti * yAxisMulti;
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}
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@@ -11847,6 +11850,9 @@ s16 func_8084ABD8(PlayState* play, Player* this, s32 arg2, s16 arg3) {
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// X Axis
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temp2 = 0;
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if (!CVarGetInteger("gMoveWhileFirstPerson", 0)) {
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temp2 += sControlInput->rel.stick_x * -16.0f * invertXAxisMulti * xAxisMulti;
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}
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if (CVarGetInteger("gRightStickAiming", 0) && fabsf(sControlInput->cur.right_stick_x) > 15.0f) {
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temp2 += sControlInput->cur.right_stick_x * -16.0f * invertXAxisMulti * xAxisMulti;
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}
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@@ -11858,6 +11864,11 @@ s16 func_8084ABD8(PlayState* play, Player* this, s32 arg2, s16 arg3) {
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} else { // First person with weapon
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// Y Axis
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temp1 = (this->stateFlags1 & PLAYER_STATE1_ON_HORSE) ? 3500 : 14000;
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if (!CVarGetInteger("gMoveWhileFirstPerson", 0)) {
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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) * invertYAxisMulti * yAxisMulti;
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}
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if (CVarGetInteger("gRightStickAiming", 0) && fabsf(sControlInput->cur.right_stick_y) > 15.0f) {
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temp3 += ((sControlInput->cur.right_stick_y >= 0) ? 1 : -1) *
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(s32)((1.0f - Math_CosS(sControlInput->cur.right_stick_y * 200)) * 1500.0f) * invertYAxisMulti * yAxisMulti;
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@@ -11872,6 +11883,10 @@ s16 func_8084ABD8(PlayState* play, Player* this, s32 arg2, s16 arg3) {
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temp1 = 19114;
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temp2 = this->actor.focus.rot.y - this->actor.shape.rot.y;
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temp3 = 0;
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if (!CVarGetInteger("gMoveWhileFirstPerson", 0)) {
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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) * invertXAxisMulti * xAxisMulti;
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}
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if (CVarGetInteger("gRightStickAiming", 0) && fabsf(sControlInput->cur.right_stick_x) > 15.0f) {
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temp3 += ((sControlInput->cur.right_stick_x >= 0) ? 1 : -1) *
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(s32)((1.0f - Math_CosS(sControlInput->cur.right_stick_x * 200)) * -1500.0f) * invertXAxisMulti * xAxisMulti;
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@@ -11883,6 +11898,34 @@ s16 func_8084ABD8(PlayState* play, Player* this, s32 arg2, s16 arg3) {
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this->actor.focus.rot.y = CLAMP(temp2, -temp1, temp1) + this->actor.shape.rot.y;
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}
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if (CVarGetInteger("gMoveWhileFirstPerson", 0)) {
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f32 movementSpeed = LINK_IS_ADULT ? 9.0f : 8.25f;
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if (CVarGetInteger("gMMBunnyHood", BUNNY_HOOD_VANILLA) != BUNNY_HOOD_VANILLA && this->currentMask == PLAYER_MASK_BUNNY) {
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movementSpeed *= 1.5f;
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}
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f32 relX = (sControlInput->rel.stick_x / 10 * -invertXAxisMulti);
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f32 relY = (sControlInput->rel.stick_y / 10);
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// Normalize so that diagonal movement isn't faster
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f32 relMag = sqrtf((relX * relX) + (relY * relY));
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if (relMag > 1.0f) {
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relX /= relMag;
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relY /= relMag;
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}
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// Determine what left and right mean based on camera angle
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f32 relX2 = relX * Math_CosS(this->actor.focus.rot.y) + relY * Math_SinS(this->actor.focus.rot.y);
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f32 relY2 = relY * Math_CosS(this->actor.focus.rot.y) - relX * Math_SinS(this->actor.focus.rot.y);
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// Calculate distance for footstep sound
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f32 distance = sqrtf((relX2 * relX2) + (relY2 * relY2)) * movementSpeed;
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func_8084029C(this, distance / 4.5f);
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this->actor.world.pos.x += (relX2 * movementSpeed) + this->actor.colChkInfo.displacement.x;
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this->actor.world.pos.z += (relY2 * movementSpeed) + this->actor.colChkInfo.displacement.z;
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}
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this->unk_6AE |= 2;
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return func_80836AB8(this, (play->shootingGalleryStatus != 0) || func_8002DD78(this) || func_808334B4(this)) - arg3;
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}
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