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authorwithmorten <morten.with@gmail.com>2021-01-20 13:57:03 +0100
committerwithmorten <morten.with@gmail.com>2021-01-20 13:57:03 +0100
commit8590457d41190c83fe75e265ffff8c73ae9d8d59 (patch)
treee0fffaa54101b883b511e1f3bba760f03de78ffe /src/core/Cam.cpp
parent9b820cc0b6e644f928feead82a50471076ad0dcf (diff)
free cam inversion fix
Diffstat (limited to 'src/core/Cam.cpp')
-rw-r--r--src/core/Cam.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/core/Cam.cpp b/src/core/Cam.cpp
index 70d7c899..eedc16bb 100644
--- a/src/core/Cam.cpp
+++ b/src/core/Cam.cpp
@@ -5060,7 +5060,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
// Using GetCarGun(LR/UD) will give us same unprocessed RightStick value as SA
float stickX = -(pad->GetCarGunLeftRight());
- float stickY = pad->GetCarGunUpDown();
+ float stickY = -pad->GetCarGunUpDown();
// In SA this checks for m_bUseMouse3rdPerson so num2 / num8 do not move camera
// when Keyboard & Mouse controls are used. To make it work better with III/VC, check for actual pad state instead