diff --git a/src/dusk/gyro.cpp b/src/dusk/gyro.cpp index 4011cbb721..680d500631 100644 --- a/src/dusk/gyro.cpp +++ b/src/dusk/gyro.cpp @@ -140,8 +140,8 @@ void read(float dt) { float my_rel = 0.0f; SDL_GetRelativeMouseState(&mx_rel, &my_rel); // Convert pixels to radians - s_pitch_rad = my_rel * kMousePixelToRad * getSettings().game.gyroSensitivityX; - s_yaw_rad = -mx_rel * kMousePixelToRad * getSettings().game.gyroSensitivityY; + s_pitch_rad = my_rel * kMousePixelToRad * getSettings().game.gyroSensitivityY; + s_yaw_rad = -mx_rel * kMousePixelToRad * getSettings().game.gyroSensitivityX; s_roll_rad = 0.0f; s_pitch_rad = getSettings().game.gyroInvertPitch ? -s_pitch_rad : s_pitch_rad; @@ -184,7 +184,7 @@ void read(float dt) { const float yaw_rate = apply_deadband(s_smooth_gy, deadband); const float roll_rate = apply_deadband(s_smooth_gz, deadband); - s_pitch_rad = -pitch_rate * dt * getSettings().game.gyroSensitivityX; + s_pitch_rad = -pitch_rate * dt * getSettings().game.gyroSensitivityY; s_roll_rad = roll_rate * dt * getSettings().game.gyroSensitivityX; // GYRO NOTE: Exposing Z sensitivity seems unusual, so I'm just using X float horizontal_rate = yaw_rate; @@ -223,7 +223,7 @@ void read(float dt) { } } - s_yaw_rad = horizontal_rate * dt * getSettings().game.gyroSensitivityY; + s_yaw_rad = horizontal_rate * dt * getSettings().game.gyroSensitivityX; s_pitch_rad = getSettings().game.gyroInvertPitch ? -s_pitch_rad : s_pitch_rad; s_yaw_rad = getSettings().game.gyroInvertYaw ? -s_yaw_rad : s_yaw_rad;