Add joyaiming qualifier for joystick look up/down

This commit is contained in:
mazmazz 2018-12-03 04:16:20 -05:00
parent 3134d72c12
commit 59cabea8bd

View file

@ -960,7 +960,7 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics)
INT32 tspeed, forward, side, axis, i; INT32 tspeed, forward, side, axis, i;
const INT32 speed = 1; const INT32 speed = 1;
// these ones used for multiple conditions // these ones used for multiple conditions
boolean turnleft, turnright, mouseaiming, analogjoystickmove, gamepadjoystickmove; boolean turnleft, turnright, mouseaiming, joyaiming, analogjoystickmove, gamepadjoystickmove;
player_t *player = &players[consoleplayer]; player_t *player = &players[consoleplayer];
camera_t *thiscam = &camera; camera_t *thiscam = &camera;
@ -1161,11 +1161,11 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics)
} }
axis = JoyAxis(AXISLOOK); axis = JoyAxis(AXISLOOK);
if (analogjoystickmove && axis != 0 && cv_lookaxis.value != 0) if (analogjoystickmove && joyaiming && axis != 0 && cv_lookaxis.value != 0)
localaiming += (axis<<16) * screen_invert; localaiming += (axis<<16) * screen_invert;
// spring back if not using keyboard neither mouselookin' // spring back if not using keyboard neither mouselookin'
if (!keyboard_look && cv_lookaxis.value == 0 && !mouseaiming) if (!keyboard_look && cv_lookaxis.value == 0 && !joyaiming && !mouseaiming)
localaiming = 0; localaiming = 0;
if (PLAYER1INPUTDOWN(gc_lookup) || (gamepadjoystickmove && axis < 0)) if (PLAYER1INPUTDOWN(gc_lookup) || (gamepadjoystickmove && axis < 0))
@ -1252,7 +1252,7 @@ void G_BuildTiccmd2(ticcmd_t *cmd, INT32 realtics)
INT32 tspeed, forward, side, axis, i; INT32 tspeed, forward, side, axis, i;
const INT32 speed = 1; const INT32 speed = 1;
// these ones used for multiple conditions // these ones used for multiple conditions
boolean turnleft, turnright, mouseaiming, analogjoystickmove, gamepadjoystickmove; boolean turnleft, turnright, mouseaiming, joyaiming, analogjoystickmove, gamepadjoystickmove;
player_t *player = &players[secondarydisplayplayer]; player_t *player = &players[secondarydisplayplayer];
camera_t *thiscam = (player->bot == 2 ? &camera : &camera2); camera_t *thiscam = (player->bot == 2 ? &camera : &camera2);
@ -1450,11 +1450,11 @@ void G_BuildTiccmd2(ticcmd_t *cmd, INT32 realtics)
} }
axis = Joy2Axis(AXISLOOK); axis = Joy2Axis(AXISLOOK);
if (analogjoystickmove && axis != 0 && cv_lookaxis2.value != 0) if (analogjoystickmove && joyaiming && axis != 0 && cv_lookaxis2.value != 0)
localaiming2 += (axis<<16) * screen_invert; localaiming2 += (axis<<16) * screen_invert;
// spring back if not using keyboard neither mouselookin' // spring back if not using keyboard neither mouselookin'
if (!keyboard_look && cv_lookaxis2.value == 0 && !mouseaiming) if (!keyboard_look && cv_lookaxis2.value == 0 && !joyaiming && !mouseaiming)
localaiming2 = 0; localaiming2 = 0;
if (PLAYER2INPUTDOWN(gc_lookup) || (gamepadjoystickmove && axis < 0)) if (PLAYER2INPUTDOWN(gc_lookup) || (gamepadjoystickmove && axis < 0))