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authorwithmorten <morten.with@gmail.com>2021-01-18 17:25:31 +0100
committerwithmorten <morten.with@gmail.com>2021-01-18 17:25:31 +0100
commitdf4e22e3d010b3dd70e0f6add5764b7265370a12 (patch)
tree8a8eefa46a2ff948c6e0a522ac2fc2a90c7111b4 /src/core/Cam.cpp
parentsync milessdk with re3mss (diff)
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Diffstat (limited to '')
-rw-r--r--src/core/Cam.cpp7
1 files changed, 7 insertions, 0 deletions
diff --git a/src/core/Cam.cpp b/src/core/Cam.cpp
index d8c66279..ed82b68e 100644
--- a/src/core/Cam.cpp
+++ b/src/core/Cam.cpp
@@ -5062,6 +5062,13 @@ 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;