void Camera::addArmInertia(f32 player_yaw, f32 frametime)
{
- m_cam_vel.X = std::fabs((m_last_cam_pos.X - player_yaw) / m_timer.X) * 0.01f;
- m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / m_timer.Y);
+ if (m_timer.X == 0.0f)
+ m_cam_vel.X = std::fabs((m_last_cam_pos.X - player_yaw)) * 0.01f;
+ else
+ m_cam_vel.X = std::fabs((m_last_cam_pos.X - player_yaw) / m_timer.X) * 0.01f;
+
+ if (m_timer.Y == 0.0f)
+ m_cam_vel.Y = std::fabs(m_last_cam_pos.Y - m_camera_direction.Y);
+ else
+ m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / m_timer.Y);
if (m_cam_vel.X > 1.0f || m_cam_vel.Y > 1.0f) {
/*
*/
if (m_cam_vel.X > 1.0f) {
- m_timer.X = 0.0f;
- m_timer.X += frametime;
+ m_timer.X = frametime;
if (m_cam_vel.X > m_cam_vel_old.X)
m_cam_vel_old.X = m_cam_vel.X;
}
if (m_cam_vel.Y > 1.0f) {
- m_timer.Y = 0.0f;
- m_timer.Y += frametime;
+ m_timer.Y = frametime;
if (m_cam_vel.Y > m_cam_vel_old.Y)
m_cam_vel_old.Y = m_cam_vel.Y;