- CONTROL_GetInput(): Reverse polarity of dx/dz and update processMovement() appropriately.

This commit is contained in:
Mitchell Richters 2020-11-06 16:01:47 +11:00
parent 6f5f66ad35
commit c9708a5464
2 changed files with 4 additions and 4 deletions

View file

@ -133,8 +133,8 @@ void processMovement(InputPacket* currInput, InputPacket* inputBuffer, ControlIn
// process remaining controller input.
currInput->horz -= scaleAdjust * hidInput->dpitch * hidspeed;
currInput->svel -= xs_CRoundToInt(scaleAdjust * hidInput->dx * keymove * cntrlvelscale);
currInput->fvel -= xs_CRoundToInt(scaleAdjust * hidInput->dz * keymove * cntrlvelscale);
currInput->svel += xs_CRoundToInt(scaleAdjust * hidInput->dx * keymove * cntrlvelscale);
currInput->fvel += xs_CRoundToInt(scaleAdjust * hidInput->dz * keymove * cntrlvelscale);
// process keyboard turning keys.
if (buttonMap.ButtonDown(gamefunc_Strafe) && allowstrafe)

View file

@ -182,8 +182,8 @@ ControlInfo CONTROL_GetInput()
I_GetAxes(joyaxes);
hidInput.dyaw += -joyaxes[JOYAXIS_Yaw];
hidInput.dx += -joyaxes[JOYAXIS_Side] * .5f;
hidInput.dz += -joyaxes[JOYAXIS_Forward] * .5f;
hidInput.dx += joyaxes[JOYAXIS_Side] * .5f;
hidInput.dz += joyaxes[JOYAXIS_Forward] * .5f;
hidInput.dpitch += -joyaxes[JOYAXIS_Pitch];
}