small camera speed change

and a classic mode fix
This commit is contained in:
Fazana
2021-08-17 16:44:33 +01:00
parent 7406db57ee
commit d379314e83

View File

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