Added Recomp Events for first-person aiming.

This commit is contained in:
LT_Schmiddy (Alex Schmid) 2024-11-22 18:45:17 -05:00
parent 323cf54888
commit 46b502b2f4

View file

@ -6,6 +6,9 @@
#include "z64voice.h"
#include "audiothread_cmd.h"
RECOMP_DECLARE_EVENT(recomp_before_first_person_aiming_update(PlayState* play, Player* this, bool in_free_look, bool* disable_left_stick_aiming));
RECOMP_DECLARE_EVENT(recomp_after_first_person_aiming_update(PlayState* play, Player* this, bool in_free_look));
s32 func_80847190(PlayState* play, Player* this, s32 arg2);
s16 func_80832754(Player* this, s32 arg1);
s32 func_8082EF20(Player* this);
@ -36,8 +39,17 @@ RECOMP_PATCH s32 func_80847190(PlayState* play, Player* this, s32 arg2) {
// analog_x, analog_y);
if (!func_800B7128(this) && !func_8082EF20(this) && !arg2) {
// Checking if any mods have disabled aiming with the left stick.
int disable_left_stick_aiming = 0;
recomp_before_first_person_aiming_update(play, this, true, &disable_left_stick_aiming);
// @recomp Add in the analog camera Y input. Clamp to prevent moving the camera twice as fast if both sticks are held.
var_s0 = CLAMP(play->state.input[0].rel.stick_y + analog_y, -61, 61) * 0xF0;
if (disable_left_stick_aiming) {
var_s0 = CLAMP(analog_y, -61, 61) * 0xF0;
}
else {
var_s0 = CLAMP(play->state.input[0].rel.stick_y + analog_y, -61, 61) * 0xF0;
}
// @recomp Invert the Y axis accordingly (default is inverted, so negate if not inverted).
if (!inverted_y) {
@ -46,7 +58,12 @@ RECOMP_PATCH s32 func_80847190(PlayState* play, Player* this, s32 arg2) {
Math_SmoothStepToS(&this->actor.focus.rot.x, var_s0, 0xE, 0xFA0, 0x1E);
// @recomp Add in the analog camera X input. Clamp to prevent moving the camera twice as fast if both sticks are held.
var_s0 = CLAMP(play->state.input[0].rel.stick_x + analog_x, -61, 61) * -0x10;
if (disable_left_stick_aiming) {
var_s0 = CLAMP(analog_x, -61, 61) * -0x10;
}
else {
var_s0 = CLAMP(play->state.input[0].rel.stick_x + analog_x, -61, 61) * -0x10;
}
// @recomp Invert the X axis accordingly
if (inverted_x) {
@ -54,8 +71,14 @@ RECOMP_PATCH s32 func_80847190(PlayState* play, Player* this, s32 arg2) {
}
var_s0 = CLAMP(var_s0, -0xBB8, 0xBB8);
this->actor.focus.rot.y += var_s0;
recomp_after_first_person_aiming_update(play, this, true);
}
else {
// Checking if any mods have disabled aiming with the left stick.
int disable_left_stick_aiming = 0;
recomp_before_first_person_aiming_update(play, this, false, &disable_left_stick_aiming);
static float total_gyro_x, total_gyro_y;
static float total_mouse_x, total_mouse_y;
static float filtered_gyro_x, filtered_gyro_y;
@ -97,7 +120,14 @@ RECOMP_PATCH s32 func_80847190(PlayState* play, Player* this, s32 arg2) {
// @recomp Invert the Y axis accordingly (default is inverted, so negate if not inverted).
// Also add in the analog camera Y input. Clamp to prevent moving the camera twice as fast if both sticks are held.
s32 stick_y = CLAMP(play->state.input[0].rel.stick_y + analog_y, -61, 61);
s32 stick_y;
if (disable_left_stick_aiming) {
stick_y = CLAMP(analog_y, -61, 61);
}
else {
stick_y = CLAMP(play->state.input[0].rel.stick_y + analog_y, -61, 61);
}
if (!inverted_y) {
stick_y = -stick_y;
}
@ -118,7 +148,14 @@ RECOMP_PATCH s32 func_80847190(PlayState* play, Player* this, s32 arg2) {
// @recomp Invert the X axis accordingly. Also add in the analog camera Y input.
// Clamp to prevent moving the camera twice as fast if both sticks are held.
s32 stick_x = CLAMP(play->state.input[0].rel.stick_x + analog_x, -61, 61);
s32 stick_x;
if (disable_left_stick_aiming) {
stick_x = CLAMP(analog_x, -61, 61);
}
else {
stick_x = CLAMP(play->state.input[0].rel.stick_x + analog_x, -61, 61);
}
if (inverted_x) {
stick_x = -stick_x;
}
@ -128,6 +165,8 @@ RECOMP_PATCH s32 func_80847190(PlayState* play, Player* this, s32 arg2) {
applied_aim_y = target_aim_y;
this->actor.focus.rot.y = CLAMP(var_s0, -0x4AAA, 0x4AAA) + this->actor.shape.rot.y;
recomp_after_first_person_aiming_update(play, this, false);
}
this->unk_AA6 |= 2;