Add Invert Y-Axis and Apply Right-Stick Aiming to Z-Weapon Aiming (#3304)
* Add right-stick aiming to third-person aim * Add Z-aiming CVar and inversion to Z-aiming * Create calculation for rel.right_stick and apply it in Z-aiming * Move option to First-Person section to match shield * Fix max/min aiming heights * Expand min/max + comment * block out vanilla + comments * block vanilla code better * Remove extra space * new documentation formatting * rewrite ==0 and !=0
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@@ -297,6 +297,11 @@ void PadMgr_ProcessInputs(PadMgr* padMgr) {
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PadUtils_UpdateRelXY(input);
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input->press.stick_x += (s8)(input->cur.stick_x - input->prev.stick_x);
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input->press.stick_y += (s8)(input->cur.stick_y - input->prev.stick_y);
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// #region SOH [Enhancement]
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PadUtils_UpdateRelRXY(input);
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input->press.right_stick_x += (s8)(input->cur.right_stick_x - input->prev.right_stick_x);
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input->press.right_stick_y += (s8)(input->cur.right_stick_y - input->prev.right_stick_y);
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// #endregion
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}
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uint8_t rumble = (padMgr->rumbleEnable[0] > 0);
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@@ -389,6 +394,11 @@ void PadMgr_RequestPadData(PadMgr* padMgr, Input* inputs, s32 mode) {
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PadUtils_UpdateRelXY(newInput);
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newInput->press.stick_x += (s8)(newInput->cur.stick_x - newInput->prev.stick_x);
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newInput->press.stick_y += (s8)(newInput->cur.stick_y - newInput->prev.stick_y);
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// #region SOH [Enhancement]
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PadUtils_UpdateRelRXY(newInput);
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newInput->press.right_stick_x += (s8)(newInput->cur.right_stick_x - newInput->prev.right_stick_x);
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newInput->press.right_stick_y += (s8)(newInput->cur.right_stick_y - newInput->prev.right_stick_y);
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// #endregion
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}
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ogInput++;
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newInput++;
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