From 40f5d21452e788318c6ecbb17251fd26dc3bc24a Mon Sep 17 00:00:00 2001 From: Daniel Kinsman Date: Wed, 24 Jul 2024 11:31:18 +1000 Subject: [PATCH] Option to invert mouse/joystick y axis (pitch) --- addons/fpc/character.gd | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/addons/fpc/character.gd b/addons/fpc/character.gd index d4805cc..8385c70 100644 --- a/addons/fpc/character.gd +++ b/addons/fpc/character.gd @@ -22,6 +22,8 @@ extends CharacterBody3D @export var jump_velocity : float = 4.5 ## How far the player turns when the mouse is moved. @export var mouse_sensitivity : float = 0.1 +## Mouse/joystick invert y +@export var invert_pitch_control := false ## Wether the player can use movement inputs. Does not stop outside forces or jumping. See Jumping Enabled. @export var immobile : bool = false ## The reticle file to import at runtime. By default are in res://addons/fpc/reticles/. Set to an empty string to remove. @@ -239,12 +241,12 @@ func handle_movement(delta, input_dir): func handle_head_rotation(): HEAD.rotation_degrees.y -= mouseInput.x * mouse_sensitivity - HEAD.rotation_degrees.x -= mouseInput.y * mouse_sensitivity + HEAD.rotation_degrees.x -= mouseInput.y * mouse_sensitivity * (-1.0 if invert_pitch_control else 1.0) # Uncomment for controller support #var controller_view_rotation = Input.get_vector(LOOK_DOWN, LOOK_UP, LOOK_RIGHT, LOOK_LEFT) * controller_sensitivity # These are inverted because of the nature of 3D rotation. #HEAD.rotation.x += controller_view_rotation.x - #HEAD.rotation.y += controller_view_rotation.y + #HEAD.rotation.y += controller_view_rotation.y * (-1.0 if invert_pitch_control else 1.0) mouseInput = Vector2(0,0) HEAD.rotation.x = clamp(HEAD.rotation.x, deg_to_rad(-90), deg_to_rad(90))