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fix threshold for stick-emulated arrow keys
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1 changed files with 9 additions and 8 deletions
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@ -555,17 +555,18 @@ void IN_Commands (void)
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}
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// emit emulated buttons from axis positions
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const float t = 0.9;
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static double emulated[10];
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if (key_dest != key_game)
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{
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IN_KeyEventForButton(axisstate.axisvalue[SDL_CONTROLLER_AXIS_LEFTX] < -0.25, newaxisstate.axisvalue[SDL_CONTROLLER_AXIS_LEFTX] < -0.25, K_LEFTARROW, &emulated[0]);
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IN_KeyEventForButton(axisstate.axisvalue[SDL_CONTROLLER_AXIS_LEFTX] > 0.25, newaxisstate.axisvalue[SDL_CONTROLLER_AXIS_LEFTX] > 0.25, K_RIGHTARROW, &emulated[1]);
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IN_KeyEventForButton(axisstate.axisvalue[SDL_CONTROLLER_AXIS_LEFTY] < -0.25, newaxisstate.axisvalue[SDL_CONTROLLER_AXIS_LEFTY] < -0.25, K_UPARROW, &emulated[2]);
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IN_KeyEventForButton(axisstate.axisvalue[SDL_CONTROLLER_AXIS_LEFTY] > 0.25, newaxisstate.axisvalue[SDL_CONTROLLER_AXIS_LEFTY] > 0.25, K_DOWNARROW, &emulated[3]);
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IN_KeyEventForButton(axisstate.axisvalue[SDL_CONTROLLER_AXIS_RIGHTX] < -0.25, newaxisstate.axisvalue[SDL_CONTROLLER_AXIS_RIGHTX] < -0.25, K_LEFTARROW, &emulated[4]);
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IN_KeyEventForButton(axisstate.axisvalue[SDL_CONTROLLER_AXIS_RIGHTX] > 0.25, newaxisstate.axisvalue[SDL_CONTROLLER_AXIS_RIGHTX] > 0.25, K_RIGHTARROW, &emulated[5]);
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IN_KeyEventForButton(axisstate.axisvalue[SDL_CONTROLLER_AXIS_RIGHTY] < -0.25, newaxisstate.axisvalue[SDL_CONTROLLER_AXIS_RIGHTY] < -0.25, K_UPARROW, &emulated[6]);
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IN_KeyEventForButton(axisstate.axisvalue[SDL_CONTROLLER_AXIS_RIGHTY] > 0.25, newaxisstate.axisvalue[SDL_CONTROLLER_AXIS_RIGHTY] > 0.25, K_DOWNARROW, &emulated[7]);
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IN_KeyEventForButton(axisstate.axisvalue[SDL_CONTROLLER_AXIS_LEFTX] < -t, newaxisstate.axisvalue[SDL_CONTROLLER_AXIS_LEFTX] < -t, K_LEFTARROW, &emulated[0]);
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IN_KeyEventForButton(axisstate.axisvalue[SDL_CONTROLLER_AXIS_LEFTX] > t, newaxisstate.axisvalue[SDL_CONTROLLER_AXIS_LEFTX] > t, K_RIGHTARROW, &emulated[1]);
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IN_KeyEventForButton(axisstate.axisvalue[SDL_CONTROLLER_AXIS_LEFTY] < -t, newaxisstate.axisvalue[SDL_CONTROLLER_AXIS_LEFTY] < -t, K_UPARROW, &emulated[2]);
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IN_KeyEventForButton(axisstate.axisvalue[SDL_CONTROLLER_AXIS_LEFTY] > t, newaxisstate.axisvalue[SDL_CONTROLLER_AXIS_LEFTY] > t, K_DOWNARROW, &emulated[3]);
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IN_KeyEventForButton(axisstate.axisvalue[SDL_CONTROLLER_AXIS_RIGHTX] < -t, newaxisstate.axisvalue[SDL_CONTROLLER_AXIS_RIGHTX] < -t, K_LEFTARROW, &emulated[4]);
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IN_KeyEventForButton(axisstate.axisvalue[SDL_CONTROLLER_AXIS_RIGHTX] > t, newaxisstate.axisvalue[SDL_CONTROLLER_AXIS_RIGHTX] > t, K_RIGHTARROW, &emulated[5]);
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IN_KeyEventForButton(axisstate.axisvalue[SDL_CONTROLLER_AXIS_RIGHTY] < -t, newaxisstate.axisvalue[SDL_CONTROLLER_AXIS_RIGHTY] < -t, K_UPARROW, &emulated[6]);
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IN_KeyEventForButton(axisstate.axisvalue[SDL_CONTROLLER_AXIS_RIGHTY] > t, newaxisstate.axisvalue[SDL_CONTROLLER_AXIS_RIGHTY] > t, K_DOWNARROW, &emulated[7]);
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}
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const float triggerThreshold = joy_deadzone_trigger.value;
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