diff --git a/src/game/puppycam2.c b/src/game/puppycam2.c index 237a3ab7..314c01c5 100644 --- a/src/game/puppycam2.c +++ b/src/game/puppycam2.c @@ -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) {