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If mouse X/Y are both at 0, camera disables itself. #8

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avail opened this issue May 8, 2017 · 3 comments
Open

If mouse X/Y are both at 0, camera disables itself. #8

avail opened this issue May 8, 2017 · 3 comments

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@avail
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avail commented May 8, 2017

by 'disables itself', I mean it doesn't work until the values aren't 0 anymore.

@Rbn3D
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Rbn3D commented May 8, 2017

When you resume the game after pause, mouse X/Y are set to 0 for a second (by R*), so I added a check for it to avoid mouse free look to be invoked each time the game is resumed. It may be the cause of this.

I'll look at it.

@Rbn3D
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Rbn3D commented May 18, 2017

@avail I'm not able to reproduce this. Are you sure this happens in the latest version?

Can you post clear steps to reproduce?
What's your Custom Camera V version?

@avail
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avail commented May 19, 2017

semi-custom build, mainly unmodified from master, minus a fix for controller input which is:

// INPUTGROUP_MOVE is disabled if using keyboard
if (!Function.Call<bool>(Hash._IS_INPUT_DISABLED, 0))
{
    xMovement = 0.0f;
    yMovement = 0.0f;
}

inside of updateMouseAndGamepadInput, right after defining isGamepadLooking

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