mirror of
https://github.com/HarbourMasters/Shipwright
synced 2026-07-31 00:15:25 -04:00
improving free cam settings configurability (#1987)
* Initial camera distance slider * works with freecam * improving the settings configurability, adding distance slider and transition speed for the free camera adding seperate sensitivity and invert settings for aiming/first person camera * spelling * tooltip msg on camera invvert * typos * removing the original free camera checkbox in experimental menu * adding name change to new presets file Co-authored-by: RaelCappra <rael.cappra@gmail.com>
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@@ -1485,8 +1485,8 @@ s32 Camera_Free(Camera* camera) {
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camera->animState = 0;
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f32 newCamX = -D_8015BD7C->state.input[0].cur.right_stick_x * 10.0f * (CVar_GetFloat("gCameraSensitivity", 1.0f));
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f32 newCamY = D_8015BD7C->state.input[0].cur.right_stick_y * 10.0f * (CVar_GetFloat("gCameraSensitivity", 1.0f));
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f32 newCamX = -D_8015BD7C->state.input[0].cur.right_stick_x * 10.0f * (CVar_GetFloat("gThirdPersonCameraSensitivity", 1.0f));
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f32 newCamY = D_8015BD7C->state.input[0].cur.right_stick_y * 10.0f * (CVar_GetFloat("gThirdPersonCameraSensitivity", 1.0f));
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camera->play->camX += newCamX * (CVar_GetS32("gInvertXAxis", 0) ? -1 : 1);
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camera->play->camY += newCamY * (CVar_GetS32("gInvertYAxis", 1) ? 1 : -1);
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@@ -1498,7 +1498,11 @@ s32 Camera_Free(Camera* camera) {
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camera->play->camY = -0x228C;
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}
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camera->dist = Camera_LERPCeilF(para1->distTarget, camera->dist, 1.0f / camera->rUpdateRateInv, 0.0f);
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f32 distTarget = CVar_GetS32("gFreeCameraDistMax", para1->distTarget);
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f32 speedScaler = CVar_GetS32("gFreeCameraTransitionSpeed", 25);
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f32 distDiff = ABS(distTarget - camera->dist);
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if (distDiff > 0)
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camera->dist = Camera_LERPCeilF(distTarget, camera->dist, speedScaler / (distDiff + speedScaler), 0.0f);
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OLib_Vec3fDiffToVecSphGeo(&spA8, at, eyeNext);
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spA8.r = camera->dist;
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@@ -11256,60 +11256,24 @@ void Player_Destroy(Actor* thisx, PlayState* play) {
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gSaveContext.linkAge = play->linkAgeOnLoad;
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}
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//first person manipulate player actor
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s16 func_8084ABD8(PlayState* play, Player* this, s32 arg2, s16 arg3) {
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s32 temp1;
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s16 temp2;
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s16 temp3;
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if (!func_8002DD78(this) && !func_808334B4(this) && (arg2 == 0)) {
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if (!CVar_GetS32("gDisableAutoCenterView", 0)) {
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temp2 = sControlInput->rel.stick_y * 240.0f * (CVar_GetS32("gInvertYAxis", 1) ? 1 : -1); // Sensitivity not applied here because higher than default sensitivies will allow the camera to escape the autocentering, and glitch out massively
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Math_SmoothStepToS(&this->actor.focus.rot.x, temp2, 14, 4000, 30);
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if (!func_8002DD78(this) && !func_808334B4(this) && (arg2 == 0) && !CVar_GetS32("gDisableAutoCenterViewFirstPerson", 0)) {
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temp2 = sControlInput->rel.stick_y * 240.0f * (CVar_GetS32("gInvertAimingYAxis", 1) ? 1 : -1); // Sensitivity not applied here because higher than default sensitivies will allow the camera to escape the autocentering, and glitch out massively
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Math_SmoothStepToS(&this->actor.focus.rot.x, temp2, 14, 4000, 30);
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temp2 = sControlInput->rel.stick_x * -16.0f * (CVar_GetS32("gInvertXAxis", 0) ? -1 : 1) * (CVar_GetFloat("gCameraSensitivity", 1.0f));
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temp2 = CLAMP(temp2, -3000, 3000);
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this->actor.focus.rot.y += temp2;
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} else {
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temp1 = (this->stateFlags1 & PLAYER_STATE1_23) ? 3500 : 14000;
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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 *
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(CVar_GetS32("gInvertYAxis", 1) ? 1 : -1)) * (CVar_GetFloat("gCameraSensitivity", 1.0f));
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this->actor.focus.rot.x += temp3;
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if (fabsf(sControlInput->cur.gyro_x) > 0.01f) {
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this->actor.focus.rot.x -= (sControlInput->cur.gyro_x) * 750.0f;
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}
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if (fabsf(sControlInput->cur.right_stick_y) > 15.0f && CVar_GetS32("gRightStickAiming", 0) != 0) {
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this->actor.focus.rot.x -=
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(sControlInput->cur.right_stick_y) * 10.0f * (CVar_GetS32("gInvertYAxis", 1) ? -1 : 1) * (CVar_GetFloat("gCameraSensitivity", 1.0f));
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}
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this->actor.focus.rot.x = CLAMP(this->actor.focus.rot.x, -temp1, temp1);
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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 = ((sControlInput->rel.stick_x >= 0) ? 1 : -1) *
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(s32)((1.0f - Math_CosS(sControlInput->rel.stick_x * 200)) * -1500.0f *
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(CVar_GetS32("gInvertXAxis", 0) ? -1 : 1)) * (CVar_GetFloat("gCameraSensitivity", 1.0f));
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temp2 += temp3;
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this->actor.focus.rot.y = CLAMP(temp2, -temp1, temp1) + this->actor.shape.rot.y;
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if (fabsf(sControlInput->cur.gyro_y) > 0.01f) {
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this->actor.focus.rot.y += (sControlInput->cur.gyro_y) * 750.0f;
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}
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if (fabsf(sControlInput->cur.right_stick_x) > 15.0f && CVar_GetS32("gRightStickAiming", 0) != 0) {
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this->actor.focus.rot.y +=
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(sControlInput->cur.right_stick_x) * 10.0f * (CVar_GetS32("gInvertXAxis", 0) ? 1 : -1) * (CVar_GetFloat("gCameraSensitivity", 1.0f));
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}
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}
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temp2 = sControlInput->rel.stick_x * -16.0f * (CVar_GetS32("gInvertAimingXAxis", 0) ? -1 : 1) * (CVar_GetFloat("gFirstPersonCameraSensitivity", 1.0f));
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temp2 = CLAMP(temp2, -3000, 3000);
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this->actor.focus.rot.y += temp2;
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} else {
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temp1 = (this->stateFlags1 & PLAYER_STATE1_23) ? 3500 : 14000;
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temp3 =
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((sControlInput->rel.stick_y >= 0) ? 1 : -1) * (s32)((1.0f - Math_CosS(sControlInput->rel.stick_y * 200)) *
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1500.0f * (CVar_GetS32("gInvertYAxis", 1) ? 1 : -1)) * (CVar_GetFloat("gCameraSensitivity", 1.0f));
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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 *
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(CVar_GetS32("gInvertAimingYAxis", 1) ? 1 : -1)) * (CVar_GetFloat("gFirstPersonCameraSensitivity", 1.0f));
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this->actor.focus.rot.x += temp3;
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if (fabsf(sControlInput->cur.gyro_x) > 0.01f) {
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@@ -11318,16 +11282,16 @@ s16 func_8084ABD8(PlayState* play, Player* this, s32 arg2, s16 arg3) {
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if (fabsf(sControlInput->cur.right_stick_y) > 15.0f && CVar_GetS32("gRightStickAiming", 0) != 0) {
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this->actor.focus.rot.x -=
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(sControlInput->cur.right_stick_y) * 10.0f * (CVar_GetS32("gInvertYAxis", 1) ? -1 : 1) * (CVar_GetFloat("gCameraSensitivity", 1.0f));
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(sControlInput->cur.right_stick_y) * 10.0f * (CVar_GetS32("gInvertAimingYAxis", 1) ? -1 : 1) * (CVar_GetFloat("gFirstPersonCameraSensitivity", 1.0f));
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}
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this->actor.focus.rot.x = CLAMP(this->actor.focus.rot.x, -temp1, temp1);
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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 =
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((sControlInput->rel.stick_x >= 0) ? 1 : -1) * (s32)((1.0f - Math_CosS(sControlInput->rel.stick_x * 200)) *
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-1500.0f * (CVar_GetS32("gInvertXAxis", 0) ? -1 : 1)) * (CVar_GetFloat("gCameraSensitivity", 1.0f));
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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 *
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(CVar_GetS32("gInvertAimingXAxis", 0) ? -1 : 1)) * (CVar_GetFloat("gFirstPersonCameraSensitivity", 1.0f));
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temp2 += temp3;
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this->actor.focus.rot.y = CLAMP(temp2, -temp1, temp1) + this->actor.shape.rot.y;
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@@ -11338,7 +11302,7 @@ s16 func_8084ABD8(PlayState* play, Player* this, s32 arg2, s16 arg3) {
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if (fabsf(sControlInput->cur.right_stick_x) > 15.0f && CVar_GetS32("gRightStickAiming", 0) != 0) {
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this->actor.focus.rot.y +=
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(sControlInput->cur.right_stick_x) * 10.0f * (CVar_GetS32("gInvertXAxis", 0) ? 1 : -1) * (CVar_GetFloat("gCameraSensitivity", 1.0f));
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(sControlInput->cur.right_stick_x) * 10.0f * (CVar_GetS32("gInvertAimingXAxis", 0) ? 1 : -1) * (CVar_GetFloat("gFirstPersonCameraSensitivity", 1.0f));
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}
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}
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