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minenice55 2026-03-31 20:22:11 -04:00
parent 74bf43d7b0
commit 858a1979b6

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@ -1463,15 +1463,16 @@ vector3_t localgravityvectors[MAXSPLITSCREENPLAYERS];
// 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?
#define CorrectionShakyRate (20*FRACUNIT/100)
#define CorrectionShakyRate (10*FRACUNIT/100)
// if our old gravity vector is close enough to our new one, limit further corrections to this proportion of the rotation speed
#define CorrectionGyroFactor (40*FRACUNIT/100)
// thresholds for what's considered "close enough"
#define CorrectionGyroMinThreshold (5*FRACUNIT/100)
#define CorrectionGyroMaxThreshold (FRACUNIT/6)
// no matter what, always apply a minimum of this much correction to our gravity vector
#define CorrectionMinimumSpeed (25*FRACUNIT/100)
#define CorrectionMinimumSpeed (10*FRACUNIT/100)
// when holding the controller still (shaking and turning included), corrcet this quickly to resolve error
#define CorrectionInstantRate (80*FRACUNIT/100)
#define CorrectionInstantShake (4*FRACUNIT/100)
#define CorrectionInstantTurn (5*FRACUNIT/100)