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Fix the analog limiter deadzone setting.
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parent
23c940370e
commit
471941cca7
3 changed files with 5 additions and 6 deletions
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@ -680,7 +680,7 @@ static const ConfigSetting controlSettings[] = {
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ConfigSetting("AnalogIsCircular", &g_Config.bAnalogIsCircular, false, CfgFlag::PER_GAME),
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ConfigSetting("AnalogAutoRotSpeed", &g_Config.fAnalogAutoRotSpeed, 8.0f, CfgFlag::PER_GAME),
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ConfigSetting("AnalogLimiterDeadzone", &g_Config.fAnalogLimiterDeadzone, 0.6f, CfgFlag::PER_GAME),
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ConfigSetting("AnalogLimiterDeadzone", &g_Config.fAnalogLimiterDeadzone, 0.25f, CfgFlag::DEFAULT),
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ConfigSetting("LeftStickHeadScale", &g_Config.fLeftStickHeadScale, 1.0f, CfgFlag::PER_GAME),
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ConfigSetting("RightStickHeadScale", &g_Config.fRightStickHeadScale, 1.0f, CfgFlag::PER_GAME),
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@ -314,8 +314,6 @@ public:
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int iTouchButtonStyle;
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int iTouchButtonOpacity;
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int iTouchButtonHideSeconds;
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// Auto rotation speed
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float fAnalogAutoRotSpeed;
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// Snap touch control position
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bool bTouchSnapToGrid;
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@ -386,7 +384,8 @@ public:
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float fAnalogSensitivity;
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// convert analog stick circle to square
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bool bAnalogIsCircular;
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// Auto rotation speed
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float fAnalogAutoRotSpeed;
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float fAnalogLimiterDeadzone;
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@ -769,8 +769,8 @@ void EmuScreen::onVKeyAnalog(int virtualKeyCode, float value) {
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// Xbox controllers need a pretty big deadzone here to not leave behind small values
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// on occasion when releasing the trigger. Still feels right.
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static constexpr float DEADZONE_THRESHOLD = 0.20f;
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static constexpr float DEADZONE_SCALE = 1.0f / (1.0f - DEADZONE_THRESHOLD);
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float DEADZONE_THRESHOLD = g_Config.fAnalogLimiterDeadzone;
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float DEADZONE_SCALE = 1.0f / (1.0f - DEADZONE_THRESHOLD);
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FPSLimit &limitMode = PSP_CoreParameter().fpsLimit;
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// If we're using an alternate speed already, let that win.
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