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author | Nikolay Korolev <nickvnuk@gmail.com> | 2021-01-18 20:20:27 +0100 |
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committer | Nikolay Korolev <nickvnuk@gmail.com> | 2021-01-18 20:20:27 +0100 |
commit | 14a1d3d2512973ac452a5b3d7070ce71f8d5b305 (patch) | |
tree | b44ea7567bf173a5927fef105aa313b6df8ac6bc /src/core | |
parent | script full (diff) | |
parent | Merge remote-tracking branch 'upstream/lcs' into lcs (diff) | |
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Diffstat (limited to 'src/core')
-rw-r--r-- | src/core/Cam.cpp | 6 |
1 files changed, 5 insertions, 1 deletions
diff --git a/src/core/Cam.cpp b/src/core/Cam.cpp index bb3a0fbe..47c944a5 100644 --- a/src/core/Cam.cpp +++ b/src/core/Cam.cpp @@ -5066,8 +5066,12 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation, float stickX = -(pad->GetCarGunLeftRight()); float stickY = pad->GetCarGunUpDown(); - if (CCamera::m_bUseMouse3rdPerson) + // In SA this checks for m_bUseMouse3rdPerson so num2 / num8 do not move camera + // when Keyboard & Mouse controls are used. To make it work better with III/VC, check for actual pad state instead + if (!CPad::IsAffectedByController && !isCar) stickY = 0.0f; + else if (CPad::bInvertLook4Pad) + stickY = -stickY; float xMovement = Abs(stickX) * (FOV / 80.0f * 5.f / 70.f) * stickX * 0.007f * 0.007f; float yMovement = Abs(stickY) * (FOV / 80.0f * 3.f / 70.f) * stickY * 0.007f * 0.007f; |