From 4c9166e2976af61beabb947dd34a03b8527cc6fc Mon Sep 17 00:00:00 2001 From: minenice55 Date: Tue, 31 Mar 2026 20:30:52 -0400 Subject: [PATCH] tighten this now that we check stillness --- src/g_game.c | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/src/g_game.c b/src/g_game.c index 5a029228f..b412bbea1 100644 --- a/src/g_game.c +++ b/src/g_game.c @@ -1459,7 +1459,7 @@ vector3_t localgravityvectors[MAXSPLITSCREENPLAYERS]; #define SmoothingHalfTime (0.01) // thresholds of trust for accel shakiness. less shakiness = more trust #define ShakinessMaxThreshold (50*FRACUNIT/100) -#define ShakinessMinThreshold (40*FRACUNIT/100) +#define ShakinessMinThreshold (1*FRACUNIT/100) // when we trust the accel a lot (the controller is "still"), how quickly do we correct our gravity vector? #define CorrectionStillRate (FRACUNIT) // when we don't trust the accel (the controller is "shaky"), how quickly do we correct our gravity vector? @@ -1468,9 +1468,9 @@ vector3_t localgravityvectors[MAXSPLITSCREENPLAYERS]; #define CorrectionGyroFactor (40*FRACUNIT/100) // thresholds for what's considered "close enough" #define CorrectionGyroMinThreshold (5*FRACUNIT/100) -#define CorrectionGyroMaxThreshold (FRACUNIT/6) +#define CorrectionGyroMaxThreshold (FRACUNIT/4) // no matter what, always apply a minimum of this much correction to our gravity vector -#define CorrectionMinimumSpeed (10*FRACUNIT/100) +#define CorrectionMinimumSpeed (1*FRACUNIT/100) // when holding the controller still (shaking and turning included), corrcet this quickly to resolve error #define CorrectionInstantRate (80*FRACUNIT/100)