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RE3Controls 1.9.5mod - RE5 Gold Edition, Steam 1.2.0, 32-bit
HOW IT DIFFERS FROM THE ORIGINAL GAME
Camera and aim
- Free camera while walking and aiming; the mouse turns the view.
- Shoulder swap at any time (keyboard B / pad while aiming), also in cover and while walking.
- Plain-gun zoom while aiming, on the game's own scope zoom keys.
- Scoped walking with the sniper scope raised.
- Aim pitch is inherited from the free camera; shots follow the camera ray.
- Melee plays on the game's own camera so the animations read correctly.
Movement
- Aim walking (gun and knife), reload and weapon switch on the move, including the game's own empty-magazine reload.
- Steering continues while the gun goes down and right after a shot.
Weapons
- No frozen gun after a shot: single-shot weapons and the last round of a magazine return control immediately.
- Weapon switching does not aim or reload by itself.
Knife
- The knife can be turned while slashing, the character keeps walking/running with it out, and the quick slash can be
moved and steered.
Input robustness
- The aim and the knife key do nothing during melee, executions, grabs, vaults, climbs, damage reactions and scripted
actions - for every character. - The character never raises the gun by itself, and being hit does not trigger a reload or an aim.
- Locate partner and map work as bound in your game; locate is ignored while aiming so it cannot fight the aim camera.
- The thrown item is left entirely to the game: the character stands still and does not twitch.
ENGINE LIMITS (not mod bugs)
- The sniper scope keeps the game's own aim (the scope view is drawn by the weapon camera). Scoped walking works.
- The laser sight is drawn by the engine on the pad path only; keyboard/mouse players get the camera-ray shot point
and the crosshair instead.
INSTALL
Copy xinput1_3.dll next to re5dx9.exe. Uninstall: delete the DLL (and the RE3Controls.ini it writes).