added Crosshair Edge Boundary Box

This commit is contained in:
AL2009man committed 2025-06-27 21:18:52 -04:00
1 parent 618a1f3386
commit 01b78105ff
5 files changed
+44 -17

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+1
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@@ -179,6 +179,7 @@ PD_CONSTRUCTOR static void gameConfigInit(void)
configRegisterFloat(strFmt("Game.Player%d.MouseAimSpeedY", i), &g_PlayerExtCfg[j].mouseaimspeedy, 0.f, 10.f);
configRegisterFloat(strFmt("Game.Player%d.RadialMenuSpeed", i), &g_PlayerExtCfg[j].radialmenuspeed, 0.f, 10.f);
configRegisterFloat(strFmt("Game.Player%d.CrosshairSway", i), &g_PlayerExtCfg[j].crosshairsway, 0.f, 10.f);
configRegisterFloat(strFmt("Game.Player%d.CrosshairEdgeBoundary", i), &g_PlayerExtCfg[j].crosshairedgeboundary, 0.0f, 1.0f);
configRegisterInt(strFmt("Game.Player%d.CrouchMode", i), &g_PlayerExtCfg[j].crouchmode, 0, CROUCHMODE_TOGGLE_ANALOG);
configRegisterInt(strFmt("Game.Player%d.ExtendedControls", i), &g_PlayerExtCfg[j].extcontrols, 0, 1);
configRegisterUInt(strFmt("Game.Player%d.CrosshairColour", i), &g_PlayerExtCfg[j].crosshaircolour, 0, 0xFFFFFFFF);
+24
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@@ -1291,6 +1291,22 @@ static MenuItemHandlerResult menuhandlerCrosshairSway(s32 operation, struct menu
return 0;
}
static MenuItemHandlerResult menuhandlerCrosshairEdgeBoundary(s32 operation, struct menuitem* item, union handlerdata *data)
{
switch (operation) {
case MENUOP_GETSLIDER:
data->slider.value = (s32)(g_PlayerExtCfg[g_ExtMenuPlayer].crosshairedgeboundary * 10.f + 0.5f);
break;
case MENUOP_SET:
g_PlayerExtCfg[g_ExtMenuPlayer].crosshairedgeboundary = (f32)data->slider.value / 10.f;
break;
case MENUOP_GETSLIDERLABEL:
sprintf(data->slider.label, "%d", (s32)data->slider.value);
break;
}
return 0;
}
static MenuItemHandlerResult menuhandlerCrosshairR(s32 operation, struct menuitem* item, union handlerdata* data)
{
u32 newColor;
@@ -1512,6 +1528,14 @@ struct menuitem g_ExtendedGameMenuItems[] = {
20,
menuhandlerCrosshairSway,
},
{
MENUITEMTYPE_SLIDER,
0,
MENUITEMFLAG_LITERAL_TEXT | MENUITEMFLAG_SLIDER_WIDE,
(uintptr_t)"Crosshair Edge Deadzone",
10,
menuhandlerCrosshairEdgeBoundary,
},
{
MENUITEMTYPE_SLIDER,
0,
+17 -17
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@@ -1412,31 +1412,31 @@ void bmoveProcessInput(bool allowc1x, bool allowc1y, bool allowc1buttons, bool i
}
#ifndef PLATFORM_N64
// Handle turning and looking up/down via mouselook when aiming
if (g_Vars.currentplayer->insightaimmode && allowmcross && bgunGetWeaponNum(HAND_RIGHT) != WEAPON_HORIZONSCANNER) {
if (g_Vars.currentplayer->swivelpos[0] > 0.9f) {
movedata.aimturnrightspeed = (g_Vars.currentplayer->swivelpos[0] - 0.9f) / 0.1f;
movedata.aimturnleftspeed = 0.f;
} else if (g_Vars.currentplayer->swivelpos[0] < -0.9f) {
movedata.aimturnleftspeed = (g_Vars.currentplayer->swivelpos[0] - -0.9f) / -0.1f;
movedata.aimturnrightspeed = 0.f;
// Handle turning and looking (x/y) via mouselook when aiming
bool allowcross = allowmcross;
if (g_Vars.currentplayer->insightaimmode && allowcross && bgunGetWeaponNum(HAND_RIGHT) != WEAPON_HORIZONSCANNER) {
float edge_boundary = PLAYER_EXTCFG().crosshairedgeboundary;
if (g_Vars.currentplayer->swivelpos[0] > edge_boundary) {
movedata.aimturnrightspeed += (g_Vars.currentplayer->swivelpos[0] - edge_boundary) / (1.0f - edge_boundary);
} else if (g_Vars.currentplayer->swivelpos[0] < -edge_boundary) {
movedata.aimturnleftspeed += (g_Vars.currentplayer->swivelpos[0] + edge_boundary) / -(1.0f - edge_boundary);
}
f32 vertaup = 0.f, vertadown = 0.f;
if (g_Vars.currentplayer->swivelpos[1] > 0.9f) {
vertaup = (g_Vars.currentplayer->swivelpos[1] - 0.9f) / 0.1f;
} else if (g_Vars.currentplayer->swivelpos[1] < -0.9f) {
vertadown = (g_Vars.currentplayer->swivelpos[1] - -0.9f) / -0.1f;
if (g_Vars.currentplayer->swivelpos[1] > edge_boundary) {
vertaup = (g_Vars.currentplayer->swivelpos[1] - edge_boundary) / (1.0f - edge_boundary);
} else if (g_Vars.currentplayer->swivelpos[1] < -edge_boundary) {
vertadown = (g_Vars.currentplayer->swivelpos[1] + edge_boundary) / -(1.0f - edge_boundary);
}
// Uninvert pitch if needed
if (movedata.invertpitch) {
movedata.speedvertaup = vertadown;
movedata.speedvertadown = vertaup;
movedata.speedvertaup += vertadown;
movedata.speedvertadown += vertaup;
} else {
movedata.speedvertaup = vertaup;
movedata.speedvertadown = vertadown;
movedata.speedvertaup += vertaup;
movedata.speedvertadown += vertadown;
}
} else {
// Reset mouse aim position when not mouse aiming
// Reset mouse/gyro aim position when not aiming
g_Vars.currentplayer->swivelpos[0] = 0.f;
g_Vars.currentplayer->swivelpos[1] = 0.f;
}
+1
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@@ -139,6 +139,7 @@ struct mpweapon g_MpWeapons[NUM_MPWEAPONS] = {
.extcontrols = true, \
.crosshaircolour = 0x00ff0028, \
.crosshairsize = 2, \
.crosshairedgeboundary = 0.7f, \
.crosshairhealth = CROSSHAIR_HEALTH_OFF, \
.usereloads = false, \
}
+1
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@@ -6158,6 +6158,7 @@ struct extplayerconfig {
s32 extcontrols;
u32 crosshaircolour;
u32 crosshairsize;
f32 crosshairedgeboundary;
s32 crosshairhealth;
s32 usereloads;
};