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split joy_deadzone cvar to _move and _look cvars
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1 changed files with 6 additions and 4 deletions
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@ -49,7 +49,8 @@ static cvar_t in_debugkeys = {"in_debugkeys", "0", CVAR_NONE};
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#endif
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#endif
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// SDL2 Game Controller cvars
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// SDL2 Game Controller cvars
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cvar_t joy_deadzone = { "joy_deadzone", "0.175", CVAR_ARCHIVE };
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cvar_t joy_deadzone_look = { "joy_deadzone_look", "0.175", CVAR_ARCHIVE };
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cvar_t joy_deadzone_move = { "joy_deadzone_move", "0.175", CVAR_ARCHIVE };
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cvar_t joy_deadzone_trigger = { "joy_deadzone_trigger", "0.2", CVAR_ARCHIVE };
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cvar_t joy_deadzone_trigger = { "joy_deadzone_trigger", "0.2", CVAR_ARCHIVE };
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cvar_t joy_sensitivity_yaw = { "joy_sensitivity_yaw", "300", CVAR_ARCHIVE };
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cvar_t joy_sensitivity_yaw = { "joy_sensitivity_yaw", "300", CVAR_ARCHIVE };
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cvar_t joy_sensitivity_pitch = { "joy_sensitivity_pitch", "150", CVAR_ARCHIVE };
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cvar_t joy_sensitivity_pitch = { "joy_sensitivity_pitch", "150", CVAR_ARCHIVE };
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@ -376,7 +377,8 @@ void IN_Init (void)
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Cvar_RegisterVariable(&in_debugkeys);
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Cvar_RegisterVariable(&in_debugkeys);
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Cvar_RegisterVariable(&joy_sensitivity_yaw);
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Cvar_RegisterVariable(&joy_sensitivity_yaw);
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Cvar_RegisterVariable(&joy_sensitivity_pitch);
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Cvar_RegisterVariable(&joy_sensitivity_pitch);
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Cvar_RegisterVariable(&joy_deadzone);
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Cvar_RegisterVariable(&joy_deadzone_look);
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Cvar_RegisterVariable(&joy_deadzone_move);
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Cvar_RegisterVariable(&joy_deadzone_trigger);
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Cvar_RegisterVariable(&joy_deadzone_trigger);
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Cvar_RegisterVariable(&joy_invert);
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Cvar_RegisterVariable(&joy_invert);
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Cvar_RegisterVariable(&joy_exponent);
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Cvar_RegisterVariable(&joy_exponent);
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@ -682,8 +684,8 @@ void IN_JoyMove (usercmd_t *cmd)
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lookRaw = temp;
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lookRaw = temp;
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}
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}
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moveDeadzone = IN_ApplyDeadzone(moveRaw, joy_deadzone.value);
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moveDeadzone = IN_ApplyDeadzone(moveRaw, joy_deadzone_move.value);
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lookDeadzone = IN_ApplyDeadzone(lookRaw, joy_deadzone.value);
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lookDeadzone = IN_ApplyDeadzone(lookRaw, joy_deadzone_look.value);
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moveEased = IN_ApplyMoveEasing(moveDeadzone, joy_exponent_move.value);
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moveEased = IN_ApplyMoveEasing(moveDeadzone, joy_exponent_move.value);
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lookEased = IN_ApplyEasing(lookDeadzone, joy_exponent.value);
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lookEased = IN_ApplyEasing(lookDeadzone, joy_exponent.value);
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