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Analog stick autorotation now uses game timing.
Should fix frameskipping problem, where this didn't work in God of War if frameskipping was on.
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@@ -651,8 +651,11 @@ void ControlMapper::Axis(const AxisInput *axes, size_t count) {
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KeyMap::UnlockMappings();
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}
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void ControlMapper::Update(const DisplayLayoutConfig &config, double now) {
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void ControlMapper::UpdateConfig(const DisplayLayoutConfig &config) {
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iInternalScreenRotationCached_ = config.bRotateControlsWithScreen ? config.iInternalScreenRotation : ROTATION_LOCKED_HORIZONTAL;
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}
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void ControlMapper::UpdateAutoMovements(double now) {
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if (autoRotatingAnalogCW_) {
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// Clamp to a square
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float x = std::min(1.0f, std::max(-1.0f, 1.42f * (float)cos(now * -g_Config.fAnalogAutoRotSpeed)));
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