Sorry, but after I played a little bit of SMO with the deadzone I did, I realized it was really gross. Before it was checking the x and y individually, which caused unintuitive deadzones and made it hard to go at an angle. Now it uses the Pythagorean theorem to combine the x and y to get the displacement, and then use the deadzone config entry as the radius of the deadzone. Having it be this way has made playing SMO much less gross.
Sorry, but after I played a little bit of SMO with the deadzone I did, I realized it was really gross. Before it was checking the x and y individually, which caused unintuitive deadzones and made it hard to go at an angle. Now it uses the Pythagorean theorem to combine the x and y to get the displacement, and then use the deadzone config entry as the radius of the deadzone. Having it be this way has made playing SMO much less gross.