Remove extra deadzone adjustment at 0

This commit is contained in:
NepDisk 2026-03-07 22:40:53 -05:00
parent d38b88fbb9
commit 440ccb67a6

View file

@ -1451,17 +1451,8 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
return;
}
fixed_t deadZoneY = cv_deadzoney[forplayer].value;
const double deadZoneYDecimal = (double) deadZoneY / FRACUNIT;
joystickvector.xaxis = G_PlayerInputAnalog(forplayer, gc_turnright, false, DEADZONE_X) - G_PlayerInputAnalog(forplayer, gc_turnleft, false, DEADZONE_X);
if (deadZoneYDecimal <= 0)
{
joystickvector.yaxis = G_PlayerInputAnalog(forplayer, gc_aimbackward, false, DEADZONE_Y) - G_PlayerInputAnalog(forplayer, gc_aimforward, false, DEADZONE_Y);
}
else
{
joystickvector.yaxis = 0;
}
joystickvector.yaxis = 0;
G_HandleAxisDeadZone(forplayer, &joystickvector);
// For kart, I've turned the aim axis into a digital axis because we only
@ -1469,11 +1460,7 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
// This mean that the turn axis will still be gradient but up/down will be 0
// until the stick is pushed far enough
//
// When the deadzone is set to 0 or lower, the aim axis returns to analog to avoid breaking the chasecam and freecam controls
if (deadZoneYDecimal > 0)
{
joystickvector.yaxis = G_PlayerInputAnalog(forplayer, gc_aimbackward, false, DEADZONE_Y) - G_PlayerInputAnalog(forplayer, gc_aimforward, false, DEADZONE_Y);
}
joystickvector.yaxis = G_PlayerInputAnalog(forplayer, gc_aimbackward, false, DEADZONE_Y) - G_PlayerInputAnalog(forplayer, gc_aimforward, false, DEADZONE_Y);
if (encoremode)
{