diff --git a/neo/framework/UsercmdGen.cpp b/neo/framework/UsercmdGen.cpp index 2d33722e..f52fde16 100644 --- a/neo/framework/UsercmdGen.cpp +++ b/neo/framework/UsercmdGen.cpp @@ -431,7 +431,6 @@ idCVar idUsercmdGenLocal::m_showMouseRate( "m_showMouseRate", "0", CVAR_SYSTEM | idCVar joy_triggerThreshold( "joy_triggerThreshold", "0.05", CVAR_FLOAT | CVAR_ARCHIVE, "how far the joystick triggers have to be pressed before they register as down" ); idCVar joy_deadZone( "joy_deadZone", "0.25", CVAR_FLOAT | CVAR_ARCHIVE, "specifies how large the dead-zone is on the joystick" ); -idCVar joy_range( "joy_range", "1.0", CVAR_FLOAT | CVAR_ARCHIVE, "allow full range to be mapped to a smaller offset" ); idCVar joy_gammaLook( "joy_gammaLook", "1", CVAR_INTEGER | CVAR_ARCHIVE, "use a log curve instead of a power curve for movement" ); idCVar joy_powerScale( "joy_powerScale", "2", CVAR_FLOAT | CVAR_ARCHIVE, "Raise joystick values to this power" ); idCVar joy_pitchSpeed( "joy_pitchSpeed", "130", CVAR_ARCHIVE | CVAR_FLOAT, "pitch speed when pressing up or down on the joystick", 60, 600 ); @@ -466,6 +465,8 @@ idUsercmdGenLocal::idUsercmdGenLocal( void ) { toggled_zoom.Clear(); toggled_run.on = in_alwaysRun.GetBool(); + lastLookValuePitch = lastLookValueYaw = 0.0f; + ClearAngles(); Clear(); } diff --git a/neo/sys/events.cpp b/neo/sys/events.cpp index 1d0b741b..7da003bf 100644 --- a/neo/sys/events.cpp +++ b/neo/sys/events.cpp @@ -1386,12 +1386,12 @@ sysEvent_t Sys_GetEvent() { if ( ev.cbutton.button == SDL_CONTROLLER_BUTTON_START ) { res.evValue = K_ESCAPE; return res; - } else if( ev.cbutton.button == SDL_CONTROLLER_BUTTON_A + } else if( (ev.cbutton.button == SDL_CONTROLLER_BUTTON_A || ev.cbutton.button == SDL_CONTROLLER_BUTTON_Y) && D3_IN_interactiveIngameGuiActive && sessLocal.GetActiveMenu() == NULL ) { // ugly hack: currently an interactive ingame GUI (with a cursor) is active/focused - // so pretend that the gamepads A (south) button is the left mouse button - // so it can be used for "clicking".. + // so pretend that the gamepads A (south) or Y (north, used by D3BFG to click ingame GUIs) button + // is the left mouse button so it can be used for "clicking".. mouse_polls.Append( mouse_poll_t(M_ACTION1, res.evValue2) ); res.evValue = K_MOUSE1; return res;