Properly fix the analog limiter feature ("lightly").

This commit is contained in:
Henrik Rydgård 2023-04-15 17:36:55 +02:00
parent 2ac73bd830
commit 9612bff2ac
5 changed files with 37 additions and 8 deletions

View file

@ -769,8 +769,8 @@ void EmuScreen::onVKeyAnalog(int virtualKeyCode, float value) {
// Xbox controllers need a pretty big deadzone here to not leave behind small values
// on occasion when releasing the trigger. Still feels right.
float DEADZONE_THRESHOLD = g_Config.fAnalogLimiterDeadzone;
float DEADZONE_SCALE = 1.0f / (1.0f - DEADZONE_THRESHOLD);
static constexpr float DEADZONE_THRESHOLD = 0.2f;
static constexpr float DEADZONE_SCALE = 1.0f / (1.0f - DEADZONE_THRESHOLD);
FPSLimit &limitMode = PSP_CoreParameter().fpsLimit;
// If we're using an alternate speed already, let that win.