fix stick-tilt blending
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c9710a361a
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2 changed files with 6 additions and 7 deletions
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@ -93,7 +93,7 @@
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#define ASSET_HASH_TEXTURES_KART 0xb4211b2f32b6a291
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#define ASSET_HASH_CHARS_KART 0x1e68a3e01aa5c68b
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#define ASSET_HASH_MAPS_KART 0x38558ed00da41ce9
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#define ASSET_HASH_MAIN_PK3 0xceb926d00133de51
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#define ASSET_HASH_MAIN_PK3 0x9a54c263d9f325cd
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#define ASSET_HASH_MAPPATCH_PK3 0x1745690024efbaf8
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#define ASSET_HASH_BONUSCHARS_KART 0x60e6f13d822a7461
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#ifdef USE_PATCH_FILE
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11
src/g_game.c
11
src/g_game.c
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@ -1720,12 +1720,11 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
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// if stick input is used gradually cancel out tilt based on stick intensity
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if (cv_tiltcontrol[forplayer].value == 1)
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{
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accelerometertilt = joystickvector.xaxis +
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FixedMul(
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FRACUNIT-FixedDiv(joystickvector.xaxis, JOYAXISRANGE),
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G_GetGamepadTilt(forplayer)*FRACUNIT
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)/FRACUNIT;
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}
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fixed_t rate = FixedDiv(abs(joystickvector.xaxis), JOYAXISRANGE);
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accelerometertilt =
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(FixedMul(rate, joystickvector.xaxis*FRACUNIT)/FRACUNIT) +
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(FixedMul(FRACUNIT-rate, G_GetGamepadTilt(forplayer)*FRACUNIT)/FRACUNIT);
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}
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// For kart, I've turned the aim axis into a digital axis because we only
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// use it for aiming to throw items forward/backward and the vote screen
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