mirror of
https://github.com/XProger/OpenLara.git
synced 2025-08-14 00:54:05 +02:00
3DS revert CAM_OFFSET_FOLLOW changes, use Nintendo keys layout for save game screen
This commit is contained in:
@@ -6,7 +6,6 @@
|
|||||||
#include "controller.h"
|
#include "controller.h"
|
||||||
#include "character.h"
|
#include "character.h"
|
||||||
|
|
||||||
#define CAM_OFFSET_FOLLOW (1024.0f + 512.0f)
|
|
||||||
#define CAM_OFFSET_COMBAT (2048.0f + 512.0f)
|
#define CAM_OFFSET_COMBAT (2048.0f + 512.0f)
|
||||||
#define CAM_OFFSET_LOOK (512.0f)
|
#define CAM_OFFSET_LOOK (512.0f)
|
||||||
|
|
||||||
@@ -16,8 +15,10 @@
|
|||||||
#define CAM_EYE_SEPARATION 16.0f
|
#define CAM_EYE_SEPARATION 16.0f
|
||||||
#ifdef _OS_3DS
|
#ifdef _OS_3DS
|
||||||
#define CAM_FOCAL_LENGTH 512.0f
|
#define CAM_FOCAL_LENGTH 512.0f
|
||||||
|
#define CAM_OFFSET_FOLLOW (1024.0f + 512.0f + 256.0f)
|
||||||
#else
|
#else
|
||||||
#define CAM_FOCAL_LENGTH 1536.0f
|
#define CAM_FOCAL_LENGTH 1536.0f
|
||||||
|
#define CAM_OFFSET_FOLLOW (1024.0f + 512.0f)
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#define CAM_FOLLOW_ANGLE 0.0f
|
#define CAM_FOLLOW_ANGLE 0.0f
|
||||||
|
@@ -1213,7 +1213,7 @@ struct Inventory {
|
|||||||
if (Input::lastState[playerIndex] == cLeft || Input::lastState[playerIndex] == cRight)
|
if (Input::lastState[playerIndex] == cLeft || Input::lastState[playerIndex] == cRight)
|
||||||
slot ^= 1;
|
slot ^= 1;
|
||||||
|
|
||||||
if (Input::lastState[playerIndex] == cAction) {
|
if (key == cAction) {
|
||||||
if (slot == 1) {
|
if (slot == 1) {
|
||||||
if (index > -1) {
|
if (index > -1) {
|
||||||
TR::Entity &e = game->getLevel()->entities[index];
|
TR::Entity &e = game->getLevel()->entities[index];
|
||||||
|
Reference in New Issue
Block a user