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authorRohan <73246001+RohanBhattacharyya@users.noreply.github.com>2024-08-03 11:42:20 -0700
committerGitHub <noreply@github.com>2024-08-03 11:42:20 -0700
commit8f0c327ffa85ff6cd0d3ab68a7a28e53d9910ae2 (patch)
treee88bb6c2d3775ff00a44efb5341e475af6e2432d /source/client
parent6321a7d75dd004bf7c1395cf137486f61b9ceeb4 (diff)
Fix LeftStick movement StarClientApplication.cpp
It no longer has that drift. The drift is caused by the controller, and this simply turns up the threshold of where the game actually accepts the input as a movement.
Diffstat (limited to 'source/client')
-rw-r--r--source/client/StarClientApplication.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/client/StarClientApplication.cpp b/source/client/StarClientApplication.cpp
index c84f489..a8ab969 100644
--- a/source/client/StarClientApplication.cpp
+++ b/source/client/StarClientApplication.cpp
@@ -972,9 +972,9 @@ void ClientApplication::updateRunning(float dt) {
config->set("zoomLevel", newZoom);
}
- //if (m_controllerLeftStick.magnitudeSquared() > 0.001f)
- // m_player->setMoveVector(m_controllerLeftStick);
- //else
+ if (m_controllerLeftStick.magnitudeSquared() > 0.01f)
+ m_player->setMoveVector(m_controllerLeftStick);
+ else
m_player->setMoveVector(Vec2F());
m_voice->setInput(m_input->bindHeld("opensb", "pushToTalk"));