From 858a1979b6d581da8a35a0550088810db1285a1e Mon Sep 17 00:00:00 2001 From: minenice55 Date: Tue, 31 Mar 2026 20:22:11 -0400 Subject: [PATCH] comment this --- src/g_game.c | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/src/g_game.c b/src/g_game.c index 31de5d761..5a029228f 100644 --- a/src/g_game.c +++ b/src/g_game.c @@ -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)