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authorwithmorten <morten.with@gmail.com>2021-01-18 17:25:31 +0100
committerwithmorten <morten.with@gmail.com>2021-01-18 20:10:13 +0100
commitb5c09965a97574adbac6ef6f07ec382ef8d5c6c8 (patch)
tree450e475ba0f68d087565d6b7cb9bead87048f1e3 /src/core/Cam.cpp
parentMerge pull request #962 from aap/lcs (diff)
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Diffstat (limited to 'src/core/Cam.cpp')
-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 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;