Fix gamepad axis brake behaviour
- It was actually ACCELERATION axis input that was predominantly broken! - It was inexplicably slightly under double what it should be (98 instead of the digital value of 50), which meant brake analog input struggled to dampen it. - Analog brake deceleration also gets a slight buff, from 24 to 25 (previously off from the digital value of 25 due to integer division rounding) - Remove a pointless, always-true condition for brake handling. - Checked whether accel was held down OR whether `cmd->forwardmove` was less than or equal 0... - But further up the same function, `cmd` was invariably overwritten with a blank `I_BaseTiccmd`! - Therefore, `cmd->forwardmove` would always equal 0, and the `forwardmove` subtraction would always occur.
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