Changes to setting descriptions and variable names

This commit is contained in:
Mors 2022-10-25 06:34:36 +03:00
parent 3408a60939
commit 798756edf4
11 changed files with 97 additions and 65 deletions

11
.gitignore vendored
View file

@ -72,3 +72,14 @@ sm64config.txt
!/sound/**/*custom*/**/*.aiff
!/assets/**/*custom*.bin
!/assets/**/*custom*/**/*.bin
.idea/.idea.sm64-port.dir/.idea/discord.xml
.idea/.idea.sm64-port.dir/.idea/encodings.xml
.idea/.idea.sm64-port.dir/.idea/indexLayout.xml
.idea/.idea.sm64-port.dir/.idea/vcs.xml
.idea/codeStyles/codeStyleConfig.xml
.idea/codeStyles/Project.xml
.idea/discord.xml
.idea/git_toolbox_prj.xml
.idea/modules.xml
.idea/sm64-port.iml
.idea/vcs.xml

8
.idea/.gitignore vendored Normal file
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@ -0,0 +1,8 @@
# Default ignored files
/shelf/
/workspace.xml
# Editor-based HTTP Client requests
/httpRequests/
# Datasource local storage ignored files
/dataSources/
/dataSources.local.xml

View file

@ -0,0 +1,13 @@
# Default ignored files
/shelf/
/workspace.xml
# Rider ignored files
/modules.xml
/contentModel.xml
/.idea.sm64-port.iml
/projectSettingsUpdater.xml
# Editor-based HTTP Client requests
/httpRequests/
# Datasource local storage ignored files
/dataSources/
/dataSources.local.xml

View file

@ -150,7 +150,7 @@
"name": "Frame Rate"
}, {
"internal_name": "draw_distance",
"description": "Allows you to increase or decrease the draw distance for certain objects. Setting this to 0 disables draw distance entirely and forces the game to always render distant objects. Changing this setting may affect the gameplay slightly, and can lead to minor graphical issues.",
"description": "Allows you to increase or decrease the draw distance for certain objects. Disabling this setting forces the game to always render distant objects. Any changes to this setting may affect the gameplay slightly, and can lead to minor graphical issues.",
"os": OS_ANY,
"type": TYPE_DRAW_DISTANCE,
"enabled_by": -1,
@ -174,7 +174,7 @@
"name": "Texture Filtering"
}, {
"internal_name": "noise_type",
"description": "Changes the type of noise used for transparency effects. \"Chunky\" gives the most accurate result.",
"description": "Changes the type of noise used for transparency effects. \"Chunky\" gives the most accurate results.",
"os": OS_ANY,
"type": TYPE_NOISE_TYPE,
"enabled_by": -1,
@ -228,7 +228,7 @@
"name": "Enemy Bouncing"
}, {
"internal_name": "dpad_controls",
"description": "Allows you to control Mario and navigate the menus with the D-Pad. Can conflict with some debug settings.",
"description": "Allows you to control Mario and navigate the menus with the D-Pad.",
"os": OS_ANY,
"type": TYPE_BOOL,
"enabled_by": -1,
@ -236,7 +236,7 @@
"name": "D-Pad Controls"
}, {
"internal_name": "full_air_control",
"description": "Gives you near full control over Mario's direction when jumping. This setting significantly alters the way the controls feel and is not recommended for the first-time players.",
"description": "Gives you near full control over Mario's direction on air. This setting significantly alters the way the controls feel and is not recommended for the first-time players.",
"os": OS_ANY,
"type": TYPE_BOOL,
"enabled_by": -1,
@ -258,7 +258,7 @@
"name": "Apply Bug Fixes"
}, {
"internal_name": "save_the_lives_count",
"description": "Saves number of lives you have to the save file.",
"description": "Saves amount of lives you have to the currently selected save file. In the original game the number of lives resets each time you load a save file.",
"os": OS_ANY,
"type": TYPE_BOOL,
"enabled_by": -1,
@ -274,7 +274,7 @@
"name": "Make Items Respawn"
}, {
"internal_name": "remove_inconvenient_warps",
"description": "Disables warps that send you back to outside Peach's Castle. This setting also prevents you from getting game overs from those warps to prevent some levels from becoming unfair.",
"description": "Disables warps that send you back to outside Peach's Castle. This setting also prevents you from getting game overs from those warps to prevent them from becoming unfair.",
"os": OS_ANY,
"type": TYPE_BOOL,
"enabled_by": -1,
@ -282,7 +282,7 @@
"name": "Remove Inconvenient Warps"
}, {
"internal_name": "improve_powerups",
"description": "Makes it so that underwater shells last longer, Metal Mario sinks faster, and his interactions with hazards become more consistent.",
"description": "Makes it so that underwater shells last longer, Metal Mario sinks faster, and Metal Mario's interactions with hazards become more consistent.",
"os": OS_ANY,
"type": TYPE_BOOL,
"enabled_by": -1,
@ -298,7 +298,7 @@
"name": "Improve Enemies"
}, {
"internal_name": "improve_npcs",
"description": "Makes talking with the NPCs more consistent.",
"description": "Makes talking with the NPCs easier and more consistent.",
"os": OS_ANY,
"type": TYPE_BOOL,
"enabled_by": -1,
@ -314,7 +314,7 @@
"name": "Improve \"Blast Away the Wall\""
}, {
"internal_name": "disable_fall_damage",
"description": "Prevents you from taking a damage after falling from a distance.",
"description": "Prevents you from taking damage after falling from a distance.",
"os": OS_ANY,
"type": TYPE_BOOL,
"enabled_by": -1,
@ -330,7 +330,7 @@
"name": "Allow Leaving the Course at Any Time"
}, {
"internal_name": "make_secrets_visible",
"description": "Gives the secrets a sparkle effect to make them easier to notice. Useful if you're having trouble finding them, but it might also make those missions too easy.",
"description": "Gives all the secrets a sparkle effect to make them easier to find. Might make some missions too easy.",
"os": OS_ANY,
"type": TYPE_BOOL,
"enabled_by": -1,
@ -338,7 +338,7 @@
"name": "Make Secrets Visible"
}, {
"internal_name": "fix_exploits",
"description": "Fixes various exploits like the bomb clip, hands-free holding, and the Backwards Long Jump. Perfect for those who hate fun.",
"description": "Fixes various exploits like the bomb clip, hands-free holding, and Backwards Long Jump. Perfect for those who hate fun.",
"os": OS_ANY,
"type": TYPE_BOOL,
"enabled_by": -1,
@ -352,7 +352,7 @@
"title": "PROGRESSION",
"items": [{
"internal_name": "tie_bowsers_sub_to_missions",
"description": "Forces Bowser's sub to always appear in the first mission of Dire Dire Docks, and never in the later ones.",
"description": "Forces Bowser's submarine to always appear in the first mission of Dire Dire Docks, and never in the later ones. Recommended if you have no idea what this setting is all about.",
"os": OS_ANY,
"type": TYPE_BOOL,
"enabled_by": -1,
@ -368,7 +368,7 @@
"name": "Always Stay in Course"
}, {
"internal_name": "skip_mission_select",
"description": "Skips the mission select screen and always chooses the next available mission. Completing all 6 main missions in a course unlocks the mission select again.",
"description": "Skips the mission select screen and always chooses the next available mission. Completing all 6 main missions in a course enables the mission select screen again.",
"os": OS_ANY,
"type": TYPE_BOOL,
"enabled_by": -1,
@ -376,7 +376,7 @@
"name": "Skip Mission Select"
}, {
"internal_name": "auto_switch_to_the_next_mission",
"description": "Makes completing a course directly start the next available mission.",
"description": "Makes completing a course automatically start the next available mission.",
"os": OS_ANY,
"type": TYPE_BOOL,
"enabled_by": -1,
@ -398,7 +398,7 @@
"title": "CAMERA",
"items": [{
"internal_name": "default_camera_mode",
"description": "Changes the default camera mode.\n\nThe default (and recommended) value is \"Lakitu Cam\".",
"description": "Changes the default camera mode.\n\nThe default mode from the original game is \"Lakitu Cam\".",
"os": OS_ANY,
"type": TYPE_CAMERA_MODE,
"enabled_by": -1,
@ -406,7 +406,7 @@
"name": "Default Camera Mode"
}, {
"internal_name": "alternate_camera_mode",
"description": "Changes the alternate camera mode that you can switch to in-game.\n\nThe default value is \"Mario Cam\".",
"description": "Changes the alternate camera mode that you can switch to in-game.\n\nThe default mode from the original game is \"Mario Cam\".",
"os": OS_ANY,
"type": TYPE_CAMERA_MODE,
"enabled_by": -1,
@ -422,7 +422,7 @@
"name": "Horizontal Analog Camera"
}, {
"internal_name": "vertical_analog_camera",
"description": "Allows you to tilt the camera vertically using the right analog stick on some camera modes, including the custom camera mode.",
"description": "Allows you to tilt the camera vertically using the right analog stick on the new camera modes.",
"os": OS_ANY,
"type": TYPE_BOOL,
"enabled_by": -1,
@ -484,7 +484,7 @@
"title": "HUD AND UI",
"items": [{
"internal_name": "add_quit_option",
"description": "Adds an \"Exit to Desktop\" option to the pause menu.\nIt's the little things...",
"description": "Adds an \"Exit to Desktop\" option to the pause menu.\nIt's the little things that make a difference...",
"os": OS_ANY,
"type": TYPE_BOOL,
"enabled_by": -1,
@ -524,7 +524,7 @@
"name": "Add Zeroes to Counters"
}, {
"internal_name": "always_show_the_100_coin_star",
"description": "Always shows the indicator for the 100 coin star in both the mission select menu, and the HUD while the \"Show the Collected Stars\" setting is enabled.",
"description": "Always shows the indicator for the 100 coin star in both the mission select screen, and the HUD while the \"Show the Collected Stars\" setting is enabled.",
"os": OS_ANY,
"type": TYPE_BOOL,
"enabled_by": -1,

View file

@ -30,7 +30,7 @@ enemy_bouncing = "false"
dpad_controls = "false"
full_air_control = "false"
[GAMEPLAY]
apply_bug_fixes = "2"
apply_bug_fixes = "0"
save_the_lives_count = "false"
make_items_respawn = "false"
remove_inconvenient_warps = "false"

View file

@ -490,8 +490,8 @@ extern u8 sDanceCutsceneIndexTable[][4];
extern u8 sZoomOutAreaMasks[];
// Define the analog camera speed
#define ANALOG_AMOUNT (12 * (1 - gInvertedCamera * 2))
#define ANALOG_AMOUNT_VERTICAL (12 * (1 - gInvertedVerticalCamera * 2))
#define ANALOG_AMOUNT (12 * (1 - configInvertedCamera * 2))
#define ANALOG_AMOUNT_VERTICAL (12 * (1 - configInvertedVerticalCamera * 2))
#define LROTATE_SPEED 0x400
#define VERTICAL_MIN 6144.0f
@ -930,7 +930,7 @@ s32 update_radial_camera(struct Camera *c, Vec3f focus, Vec3f pos) {
UNUSED f32 unused2;
UNUSED f32 unused3;
f32 yOff = 125.f;
f32 baseDist = 1000.f + gAdditionalCameraDistance * 10.0f;
f32 baseDist = 1000.f + configAdditionalCameraDistance * 10.0f;
sAreaYaw = camYaw - sModeOffsetYaw;
calc_y_to_curr_floor(&posY, 1.f, 200.f, &focusY, 0.9f, 200.f);
@ -954,7 +954,7 @@ s32 update_8_directions_camera(struct Camera *c, Vec3f focus, Vec3f pos) {
UNUSED f32 unused2;
UNUSED f32 unused3;
f32 yOff = 125.f;
f32 baseDist = 1000.f + gAdditionalCameraDistance * 10.0f;
f32 baseDist = 1000.f + configAdditionalCameraDistance * 10.0f;
sAreaYaw = camYaw;
calc_y_to_curr_floor(&posY, 1.f, 200.f, &focusY, 0.9f, 200.f);
@ -976,7 +976,7 @@ s32 update_custom_camera(struct Camera *c, Vec3f focus, Vec3f pos, f32 yOff, f32
f32 posY;
f32 focusY;
f32 dist = (sLakituDist + (((gCameraMovementFlags & CAM_MOVE_ZOOMED_OUT) ? configCustomCameraDistanceZoomedOut : configCustomCameraDistance) + gAdditionalCameraDistance) * 10.0f + additionalDistance)
f32 dist = (sLakituDist + (((gCameraMovementFlags & CAM_MOVE_ZOOMED_OUT) ? configCustomCameraDistanceZoomedOut : configCustomCameraDistance) + configAdditionalCameraDistance) * 10.0f + additionalDistance)
* (((MIN(sLakituPitch, VERTICAL_MAX_PITCH) + VERTICAL_MIN) / (VERTICAL_MIN + VERTICAL_MAX_PITCH)) * 1.25f + 0.5f);
sAreaYaw = camYaw;
@ -1112,7 +1112,7 @@ void radial_camera_move(struct Camera *c) {
else {
gCameraMovementFlags &= ~(CAM_MOVE_ROTATE_LEFT | CAM_MOVE_ENTERED_ROTATE_SURFACE);
}
sModeOffsetYaw -= ANALOG_AMOUNT * (gPlayer1Controller->stick2X / 32.0f) * gCameraSpeed;
sModeOffsetYaw -= ANALOG_AMOUNT * (gPlayer1Controller->stick2X / 32.0f) * configCameraSpeed;
}
if (configCenterCameraButton) {
@ -1143,7 +1143,7 @@ void radial_camera_move(struct Camera *c) {
}
}
}
if (!gImprovedCamera) {
if (!configImprovedCamera) {
// Bound sModeOffsetYaw within (-120, 120) degrees
if (sModeOffsetYaw > 0x5554) {
sModeOffsetYaw = 0x5554;
@ -1178,7 +1178,7 @@ void lakitu_zoom(f32 rangeDist, s16 rangePitch) {
}
if (rangePitch == 0) {
sLakituPitch = MIN(MAX(sLakituPitch + ANALOG_AMOUNT_VERTICAL * (gPlayer1Controller->stick2Y / 48.0f) * gCameraSpeed, -VERTICAL_MIN), VERTICAL_MAX);
sLakituPitch = MIN(MAX(sLakituPitch + ANALOG_AMOUNT_VERTICAL * (gPlayer1Controller->stick2Y / 48.0f) * configCameraSpeed, -VERTICAL_MIN), VERTICAL_MAX);
}
else {
if (gCurrLevelArea == AREA_SSL_PYRAMID && gCamera->mode == CAMERA_MODE_OUTWARD_RADIAL) {
@ -1265,7 +1265,7 @@ void mode_8_directions_camera(struct Camera *c) {
// Analog camera code
if (gPlayer1Controller->stick2X != 0) {
s8DirModeYawOffset -= ANALOG_AMOUNT * (gPlayer1Controller->stick2X / 32.0f) * gCameraSpeed;
s8DirModeYawOffset -= ANALOG_AMOUNT * (gPlayer1Controller->stick2X / 32.0f) * configCameraSpeed;
}
if (configCenterCameraButton) {
@ -1309,7 +1309,7 @@ void mode_custom_camera(struct Camera *c, f32 yOff, f32 additionalDistance, s8 l
// Analog camera code
if (gPlayer1Controller->stick2X != 0) {
sModeOffsetYaw -= ANALOG_AMOUNT * (gPlayer1Controller->stick2X / 32.0f) * gCameraSpeed;
sModeOffsetYaw -= ANALOG_AMOUNT * (gPlayer1Controller->stick2X / 32.0f) * configCameraSpeed;
}
if (configCenterCameraButton) {
@ -1331,7 +1331,7 @@ void mode_custom_camera(struct Camera *c, f32 yOff, f32 additionalDistance, s8 l
));
}
lakitu_zoom(0, gVerticalCamera ? 0 : 0x900);
lakitu_zoom(0, configVerticalCamera ? 0 : 0x900);
if (limitedAngle) {
sLakituPitch = MIN(MAX(sLakituPitch, -VERTICAL_MIN), VERTICAL_MAX_LIMITED);
@ -1359,7 +1359,7 @@ s32 update_outward_radial_camera(struct Camera *c, Vec3f focus, Vec3f pos) {
f32 zDistFocToMario = sMarioCamState->pos[2] - c->areaCenZ;
s16 camYaw = atan2s(zDistFocToMario, xDistFocToMario) + sModeOffsetYaw + DEGREES(180);
s16 pitch = look_down_slopes(camYaw);
f32 baseDist = 1000.f + gAdditionalCameraDistance * 10.0f;
f32 baseDist = 1000.f + configAdditionalCameraDistance * 10.0f;
// A base offset of 125.f is ~= Mario's eye height
f32 yOff = 125.f;
f32 posY;
@ -2265,7 +2265,7 @@ s16 update_default_camera(struct Camera *c) {
handle_c_button_movement(c);
vec3f_get_dist_and_angle(sMarioCamState->pos, c->pos, &dist, &pitch, &yaw);
gCameraZoomDist += gAdditionalCameraDistance * 10.0f;
gCameraZoomDist += configAdditionalCameraDistance * 10.0f;
// If C-Down is active, determine what distance the camera should be from Mario
if (gCameraMovementFlags & CAM_MOVE_ZOOMED_OUT) {
@ -3015,7 +3015,7 @@ void transition_to_camera_mode(struct Camera *c, s16 newMode, s16 numFrames) {
sCUpCameraPitch = 0;
sModeOffsetYaw = 0;
sLakituDist = 0;
sLakituPitch = 0;//gVerticalCamera ? 1024 : 0;
sLakituPitch = 0;//configVerticalCamera ? 1024 : 0;
sAreaYawChange = 0;
sPanDistance = 0.f;
sCannonYOffset = 0.f;
@ -3049,7 +3049,7 @@ void set_camera_mode(struct Camera *c, s16 mode, s16 frames) {
sCUpCameraPitch = 0;
sModeOffsetYaw = 0;
sLakituDist = 0;
sLakituPitch = 0;//gVerticalCamera ? 1024 : 0;
sLakituPitch = 0;//configVerticalCamera ? 1024 : 0;
sAreaYawChange = 0;
sModeInfo.newMode = (mode != -1) ? mode : sModeInfo.lastMode;
@ -3564,7 +3564,7 @@ void reset_camera(struct Camera *c) {
sModeOffsetYaw = 0;
sSpiralStairsYawOffset = 0;
sLakituDist = 0;
sLakituPitch = 0;//gVerticalCamera ? 1024 : 0;
sLakituPitch = 0;//configVerticalCamera ? 1024 : 0;
sAreaYaw = 0;
sAreaYawChange = 0.f;
sPanDistance = 0.f;
@ -5372,7 +5372,7 @@ void handle_c_button_movement(struct Camera *c) {
else {
gCameraMovementFlags &= ~(CAM_MOVE_ROTATE_LEFT | CAM_MOVE_ENTERED_ROTATE_SURFACE);
}
sCSideButtonYaw = ANALOG_AMOUNT * (gPlayer1Controller->stick2X / 32.0f) * gCameraSpeed;
sCSideButtonYaw = ANALOG_AMOUNT * (gPlayer1Controller->stick2X / 32.0f) * configCameraSpeed;
}
}
}
@ -11829,7 +11829,7 @@ Gfx *geo_camera_fov(s32 callContext, struct GraphNode *g, UNUSED void *context)
}
}
perspective->fov = sFOVState.fov + gAdditionalFOV;
perspective->fov = sFOVState.fov + configAdditionalFOV;
shake_camera_fov(perspective);
return NULL;
}
@ -11919,4 +11919,4 @@ void obj_rotate_towards_point(struct Object *o, Vec3f point, s16 pitchOff, s16 y
#include "behaviors/intro_lakitu.inc.c"
#include "behaviors/end_birds_1.inc.c"
#include "behaviors/end_birds_2.inc.c"
#include "behaviors/intro_scene.inc.c"
#include "behaviors/intro_scene.inc.c"

View file

@ -205,14 +205,14 @@ s8 configSkipCutscenes = 0;
unsigned int configDefaultCameraMode = 0;
unsigned int configAlternateCameraMode = 2;
s8 gImprovedCamera = 1;
s8 gVerticalCamera = 1;
s8 configImprovedCamera = 1;
s8 configVerticalCamera = 1;
s8 configCenterCameraButton = 1;
s8 gInvertedCamera = 0;
s8 gInvertedVerticalCamera = 0;
float gCameraSpeed = 32.0f;
float gAdditionalCameraDistance = 0.0f;
float gAdditionalFOV = 0.0f;
s8 configInvertedCamera = 0;
s8 configInvertedVerticalCamera = 0;
float configCameraSpeed = 32.0f;
float configAdditionalCameraDistance = 0.0f;
float configAdditionalFOV = 0.0f;
s8 configQuitOption = 1;
unsigned int configHudLayout = 2;

View file

@ -54,14 +54,14 @@ extern s8 configSkipCutscenes;
extern unsigned int configDefaultCameraMode;
extern unsigned int configAlternateCameraMode;
extern s8 gImprovedCamera;
extern s8 gVerticalCamera;
extern s8 configImprovedCamera;
extern s8 configVerticalCamera;
extern s8 configCenterCameraButton;
extern s8 gInvertedCamera;
extern s8 gInvertedVerticalCamera;
extern float gCameraSpeed;
extern float gAdditionalCameraDistance;
extern float gAdditionalFOV;
extern s8 configInvertedCamera;
extern s8 configInvertedVerticalCamera;
extern float configCameraSpeed;
extern float configAdditionalCameraDistance;
extern float configAdditionalFOV;
extern s8 configQuitOption;
extern unsigned int configHudLayout;

View file

@ -91,14 +91,14 @@ static const struct ConfigOption options[] = {
{ .name = "CAMERA", .type = CONFIG_TYPE_SECTION },
{ .name = "default_camera_mode", .type = CONFIG_TYPE_UINT, .uintValue = &configDefaultCameraMode },
{ .name = "alternate_camera_mode", .type = CONFIG_TYPE_UINT, .uintValue = &configAlternateCameraMode },
{ .name = "horizontal_analog_camera", .type = CONFIG_TYPE_BOOL, .boolValue = &gImprovedCamera },
{ .name = "vertical_analog_camera", .type = CONFIG_TYPE_BOOL, .boolValue = &gVerticalCamera },
{ .name = "horizontal_analog_camera", .type = CONFIG_TYPE_BOOL, .boolValue = &configImprovedCamera },
{ .name = "vertical_analog_camera", .type = CONFIG_TYPE_BOOL, .boolValue = &configVerticalCamera },
{ .name = "center_camera_button", .type = CONFIG_TYPE_BOOL, .boolValue = &configCenterCameraButton },
{ .name = "invert_horizontal_camera_controls", .type = CONFIG_TYPE_BOOL, .boolValue = &gInvertedCamera },
{ .name = "invert_vertical_camera_controls", .type = CONFIG_TYPE_BOOL, .boolValue = &gInvertedVerticalCamera },
{ .name = "analog_camera_speed", .type = CONFIG_TYPE_FLOAT, .floatValue = &gCameraSpeed },
{ .name = "additional_camera_distance", .type = CONFIG_TYPE_FLOAT, .floatValue = &gAdditionalCameraDistance },
{ .name = "additional_fov", .type = CONFIG_TYPE_FLOAT, .floatValue = &gAdditionalFOV },
{ .name = "invert_horizontal_camera_controls", .type = CONFIG_TYPE_BOOL, .boolValue = &configInvertedCamera },
{ .name = "invert_vertical_camera_controls", .type = CONFIG_TYPE_BOOL, .boolValue = &configInvertedVerticalCamera },
{ .name = "analog_camera_speed", .type = CONFIG_TYPE_FLOAT, .floatValue = &configCameraSpeed },
{ .name = "additional_camera_distance", .type = CONFIG_TYPE_FLOAT, .floatValue = &configAdditionalCameraDistance },
{ .name = "additional_fov", .type = CONFIG_TYPE_FLOAT, .floatValue = &configAdditionalFOV },
{ .name = "HUD AND UI", .type = CONFIG_TYPE_SECTION },
{ .name = "add_quit_option", .type = CONFIG_TYPE_BOOL, .boolValue = &configQuitOption },
@ -449,4 +449,4 @@ void configfile_save(const char *filename) {
}
fclose(file);
}
}

View file

@ -92,7 +92,7 @@ static void keyboard_init(void) {
set_keyboard_mapping(i++, A_BUTTON, configKeyA);
set_keyboard_mapping(i++, B_BUTTON, configKeyB);
set_keyboard_mapping(i++, Z_TRIG, configKeyZ);
if (gImprovedCamera) {
if (configImprovedCamera) {
set_keyboard_mapping(i++, U_CBUTTONS, configKeyCUp);
set_keyboard_mapping(i++, 0x100000, configKeyCLeft);
set_keyboard_mapping(i++, D_CBUTTONS, configKeyCDown);
@ -165,4 +165,4 @@ struct ControllerAPI controller_keyboard = {
keyboard_read,
NULL,
NULL
};
};

View file

@ -123,7 +123,7 @@ static void controller_sdl_read(OSContPad *pad) {
}
#endif
if (gImprovedCamera) {
if (configImprovedCamera) {
uint32_t magnitude_sq2 = (uint32_t)(rightx * rightx);
if (magnitude_sq2 > (uint32_t)(DEADZONE_RIGHT * DEADZONE_RIGHT)) {
pad->stick2_x = rightx / 409;
@ -134,7 +134,7 @@ static void controller_sdl_read(OSContPad *pad) {
if (rightx > 0x4000) pad->button |= R_CBUTTONS;
}
if (gVerticalCamera) {
if (configVerticalCamera) {
uint32_t magnitude_sq2 = (uint32_t)(righty * righty);
if (magnitude_sq2 > (uint32_t)(DEADZONE_RIGHT * DEADZONE_RIGHT)) {
pad->stick2_y = righty / 409;