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author | withmorten <morten.with@gmail.com> | 2021-01-18 17:25:31 +0100 |
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committer | withmorten <morten.with@gmail.com> | 2021-01-18 20:10:13 +0100 |
commit | b5c09965a97574adbac6ef6f07ec382ef8d5c6c8 (patch) | |
tree | 450e475ba0f68d087565d6b7cb9bead87048f1e3 /src/core/Cam.cpp | |
parent | Merge pull request #962 from aap/lcs (diff) | |
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Diffstat (limited to 'src/core/Cam.cpp')
-rw-r--r-- | src/core/Cam.cpp | 7 |
1 files changed, 7 insertions, 0 deletions
diff --git a/src/core/Cam.cpp b/src/core/Cam.cpp index bb3a0fbe..d3768a2c 100644 --- a/src/core/Cam.cpp +++ b/src/core/Cam.cpp @@ -5066,6 +5066,13 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation, float stickX = -(pad->GetCarGunLeftRight()); float stickY = pad->GetCarGunUpDown(); + // 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; + if (CCamera::m_bUseMouse3rdPerson) stickY = 0.0f; |