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- CONTROL_GetInput()
: Reverse polarity of dx/dz and update processMovement()
appropriately.
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parent
6f5f66ad35
commit
c9708a5464
2 changed files with 4 additions and 4 deletions
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@ -133,8 +133,8 @@ void processMovement(InputPacket* currInput, InputPacket* inputBuffer, ControlIn
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// process remaining controller input.
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currInput->horz -= scaleAdjust * hidInput->dpitch * hidspeed;
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currInput->svel -= xs_CRoundToInt(scaleAdjust * hidInput->dx * keymove * cntrlvelscale);
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currInput->fvel -= xs_CRoundToInt(scaleAdjust * hidInput->dz * keymove * cntrlvelscale);
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currInput->svel += xs_CRoundToInt(scaleAdjust * hidInput->dx * keymove * cntrlvelscale);
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currInput->fvel += xs_CRoundToInt(scaleAdjust * hidInput->dz * keymove * cntrlvelscale);
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// process keyboard turning keys.
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if (buttonMap.ButtonDown(gamefunc_Strafe) && allowstrafe)
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@ -182,8 +182,8 @@ ControlInfo CONTROL_GetInput()
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I_GetAxes(joyaxes);
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hidInput.dyaw += -joyaxes[JOYAXIS_Yaw];
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hidInput.dx += -joyaxes[JOYAXIS_Side] * .5f;
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hidInput.dz += -joyaxes[JOYAXIS_Forward] * .5f;
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hidInput.dx += joyaxes[JOYAXIS_Side] * .5f;
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hidInput.dz += joyaxes[JOYAXIS_Forward] * .5f;
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hidInput.dpitch += -joyaxes[JOYAXIS_Pitch];
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}
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