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https://github.com/Print-and-Panic/Microtransactions64.git
synced 2026-01-21 10:17:19 -08:00
small camera speed change
and a classic mode fix
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@@ -503,7 +503,7 @@ void puppycam_input_pitch(void)
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if (gPlayer1Controller->buttonDown & D_CBUTTONS || gPuppyCam.stick2[1] != 0)
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gPuppyCam.pitchAcceleration += 50*(gPuppyCam.options.sensitivityY/100.f);
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else
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gPuppyCam.pitchAcceleration = approach_f32_asymptotic(gPuppyCam.pitchAcceleration, 0, DECELERATION);
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gPuppyCam.pitchAcceleration = 0;
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gPuppyCam.pitchAcceleration = CLAMP(gPuppyCam.pitchAcceleration, -100, 100);
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@@ -531,7 +531,7 @@ void puppycam_input_zoom(void)
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void puppycam_input_centre(void)
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{
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s32 inputDefault = L_TRIG;
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if (gPuppyCam.options.inputType == 3)
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if (gPuppyCam.options.inputType == 2)
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inputDefault = R_TRIG;
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//Handles L button centering.
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if (gPlayer1Controller->buttonPressed & inputDefault && gPuppyCam.flags & PUPPYCAM_BEHAVIOUR_YAW_ROTATION &&
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@@ -559,17 +559,17 @@ static void puppycam_input_hold_preset1(f32 ivX)
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if ((gPlayer1Controller->buttonDown & L_CBUTTONS && !gPuppyCam.options.analogue) || gPuppyCam.stick2[0] != 0)
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{
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gPuppyCam.yawAcceleration -= 50*(gPuppyCam.options.sensitivityX/100.f);
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gPuppyCam.yawAcceleration -= 75*(gPuppyCam.options.sensitivityX/100.f);
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gPuppyCam.framesSinceC[0] = 0;
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}
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else
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if ((gPlayer1Controller->buttonDown & R_CBUTTONS && !gPuppyCam.options.analogue) || gPuppyCam.stick2[0] != 0)
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{
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gPuppyCam.yawAcceleration += 50*(gPuppyCam.options.sensitivityX/100.f);
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gPuppyCam.yawAcceleration += 75*(gPuppyCam.options.sensitivityX/100.f);
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gPuppyCam.framesSinceC[1] = 0;
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}
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else
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gPuppyCam.yawAcceleration = approach_f32_asymptotic(gPuppyCam.yawAcceleration, 0, DECELERATION);
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gPuppyCam.yawAcceleration = 0;
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}
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//An alternative control scheme, hold the button down to turn the camera, or press it once to turn it quickly.
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@@ -604,15 +604,15 @@ static void puppycam_input_hold_preset2(f32 ivX)
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//Handles continuous movement as normal, as long as the button's held.
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if (gPlayer1Controller->buttonDown & L_CBUTTONS)
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{
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gPuppyCam.yawAcceleration -= 10*(gPuppyCam.options.sensitivityX/100.f);
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gPuppyCam.yawAcceleration -= 75*(gPuppyCam.options.sensitivityX/100.f);
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}
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else
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if (gPlayer1Controller->buttonDown & R_CBUTTONS)
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{
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gPuppyCam.yawAcceleration += 10*(gPuppyCam.options.sensitivityX/100.f);
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gPuppyCam.yawAcceleration += 75*(gPuppyCam.options.sensitivityX/100.f);
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}
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else
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gPuppyCam.yawAcceleration = approach_f32_asymptotic(gPuppyCam.yawAcceleration, 0, DECELERATION);
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gPuppyCam.yawAcceleration = 0;
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}
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//Another alternative control scheme. This one aims to mimic the parallel camera scheme down to the last bit from the original game.
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@@ -636,7 +636,7 @@ static void puppycam_input_hold_preset3(f32 ivX)
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gPuppyCam.yawAcceleration -= (gPuppyCam.options.sensitivityX/100.f)*stickMag[0];
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}
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else
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gPuppyCam.yawAcceleration = approach_f32_asymptotic(gPuppyCam.yawAcceleration, 0, DECELERATION);
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gPuppyCam.yawAcceleration = 0;
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if (ABS(gPlayer1Controller->rawStickY) > DEADZONE)
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{
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