diff options
| author | engineer124 <47598039+engineer124@users.noreply.github.com> | 2023-11-16 16:28:19 +1100 |
|---|---|---|
| committer | Eblo <7004497+Eblo@users.noreply.github.com> | 2025-09-11 15:02:40 -0400 |
| commit | b94791eda52e878b2efc673bd6d83e481db72c4e (patch) | |
| tree | a2b5d783b606dd4cbcfdc8135412489f6983326e /mm/src/code/z_actor.c | |
| parent | b0e30be6ae5c033bcb69d11992857255a32dad38 (diff) | |
Document Overriding Player Input (#1489)
* Override Input
* cleanup
* cleanup
* PR Review
* PR Review, fix merge
Diffstat (limited to 'mm/src/code/z_actor.c')
| -rw-r--r-- | mm/src/code/z_actor.c | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/mm/src/code/z_actor.c b/mm/src/code/z_actor.c index 8b0c8b858..e98848ce7 100644 --- a/mm/src/code/z_actor.c +++ b/mm/src/code/z_actor.c @@ -1437,18 +1437,18 @@ f32 Actor_HeightDiff(Actor* actor1, Actor* actor2) { } /** - * Sets the current and new inputs. + * Calculates and sets the control stick x/y values and writes these to input. */ -void func_800B6F20(PlayState* play, Input* input, f32 magnitude, s16 baseYaw) { - s16 relativeYaw = baseYaw - Camera_GetInputDirYaw(GET_ACTIVE_CAM(play)); +void Actor_SetControlStickData(PlayState* play, Input* input, f32 controlStickMagnitude, s16 controlStickAngle) { + s16 relativeAngle = controlStickAngle - Camera_GetInputDirYaw(GET_ACTIVE_CAM(play)); - input->cur.stick_x = -Math_SinS(relativeYaw) * magnitude; + input->cur.stick_x = -Math_SinS(relativeAngle) * controlStickMagnitude; // 2S2H [Enhancement] Allow inverting the X axis with GI, primarily for mirror mode, // otherwise link moves in the opposite direction and likely get soft locked, and // kafei turns the wrong direction as he paths. input->cur.stick_x *= GameInteractor_InvertControl(GI_INVERT_MOVEMENT_X); input->rel.stick_x = input->cur.stick_x; - input->cur.stick_y = Math_CosS(relativeYaw) * magnitude; + input->cur.stick_y = Math_CosS(relativeAngle) * controlStickMagnitude; input->rel.stick_y = input->cur.stick_y; } |
