diff --git a/src/g_game.c b/src/g_game.c index d3755faa2..549aea796 100644 --- a/src/g_game.c +++ b/src/g_game.c @@ -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) {