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- Rename ControlInfo joystick variables to names matching backend.
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parent
686bec5664
commit
1f97e73501
4 changed files with 19 additions and 19 deletions
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@ -119,8 +119,8 @@ void processMovement(InputPacket* const currInput, InputPacket* const inputBuffe
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// determine player input.
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const auto turning = buttonMap.ButtonDown(gamefunc_Turn_Right) - buttonMap.ButtonDown(gamefunc_Turn_Left);
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const auto moving = buttonMap.ButtonDown(gamefunc_Move_Forward) - buttonMap.ButtonDown(gamefunc_Move_Backward) + hidInput->dz * scaleAdjustf;
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const auto strafing = buttonMap.ButtonDown(gamefunc_Strafe_Right) - buttonMap.ButtonDown(gamefunc_Strafe_Left) - hidInput->dx * scaleAdjustf;
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const auto moving = buttonMap.ButtonDown(gamefunc_Move_Forward) - buttonMap.ButtonDown(gamefunc_Move_Backward) + hidInput->dforward * scaleAdjustf;
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const auto strafing = buttonMap.ButtonDown(gamefunc_Strafe_Right) - buttonMap.ButtonDown(gamefunc_Strafe_Left) - hidInput->dside * scaleAdjustf;
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// process player angle input.
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if (!(buttonMap.ButtonDown(gamefunc_Strafe) && allowstrafe))
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@ -215,9 +215,9 @@ ControlInfo CONTROL_GetInput()
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I_GetAxes(joyaxes);
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hidInput.dyaw += -joyaxes[JOYAXIS_Yaw];
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hidInput.dx += joyaxes[JOYAXIS_Side] * .5f;
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hidInput.dz += joyaxes[JOYAXIS_Forward] * .5f;
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hidInput.dpitch += -joyaxes[JOYAXIS_Pitch];
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hidInput.dforward += joyaxes[JOYAXIS_Forward] * .5f;
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hidInput.dside += joyaxes[JOYAXIS_Side] * .5f;
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}
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return hidInput;
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@ -405,18 +405,18 @@ void ApplyGlobalInput(InputPacket& input, ControlInfo* hidInput, bool const crou
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if (hidInput && buttonMap.ButtonDown(gamefunc_Dpad_Select))
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{
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// These buttons should not autorepeat. The game handlers are not really equipped for that.
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if (hidInput->dz > 0 && !(dpad_lock & 1)) { dpad_lock |= 1; input.setNewWeapon(WeaponSel_Prev); }
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if (hidInput->dforward > 0 && !(dpad_lock & 1)) { dpad_lock |= 1; input.setNewWeapon(WeaponSel_Prev); }
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else dpad_lock &= ~1;
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if (hidInput->dz < 0 && !(dpad_lock & 2)) { dpad_lock |= 2; input.setNewWeapon(WeaponSel_Next); }
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if (hidInput->dforward < 0 && !(dpad_lock & 2)) { dpad_lock |= 2; input.setNewWeapon(WeaponSel_Next); }
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else dpad_lock &= ~2;
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if ((hidInput->dx < 0 || hidInput->dyaw < 0) && !(dpad_lock & 4)) { dpad_lock |= 4; input.actions |= SB_INVPREV; }
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if ((hidInput->dside < 0 || hidInput->dyaw < 0) && !(dpad_lock & 4)) { dpad_lock |= 4; input.actions |= SB_INVPREV; }
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else dpad_lock &= ~4;
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if ((hidInput->dx > 0 || hidInput->dyaw > 0) && !(dpad_lock & 8)) { dpad_lock |= 8; input.actions |= SB_INVNEXT; }
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if ((hidInput->dside > 0 || hidInput->dyaw > 0) && !(dpad_lock & 8)) { dpad_lock |= 8; input.actions |= SB_INVNEXT; }
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else dpad_lock &= ~8;
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// This eats the controller input for regular use
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hidInput->dx = 0;
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hidInput->dz = 0;
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hidInput->dside = 0;
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hidInput->dforward = 0;
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hidInput->dyaw = 0;
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}
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else dpad_lock = 0;
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@ -424,14 +424,14 @@ void ApplyGlobalInput(InputPacket& input, ControlInfo* hidInput, bool const crou
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input.actions |= ActionsToSend;
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ActionsToSend = 0;
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if (buttonMap.ButtonDown(gamefunc_Aim_Up) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && hidInput->dz > 0))
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if (buttonMap.ButtonDown(gamefunc_Aim_Up) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && hidInput->dforward > 0))
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input.actions |= SB_AIM_UP;
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if ((buttonMap.ButtonDown(gamefunc_Aim_Down) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && hidInput->dz < 0)))
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if ((buttonMap.ButtonDown(gamefunc_Aim_Down) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && hidInput->dforward < 0)))
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input.actions |= SB_AIM_DOWN;
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if (buttonMap.ButtonDown(gamefunc_Dpad_Aiming))
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hidInput->dz = 0;
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hidInput->dforward = 0;
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if (buttonMap.ButtonDown(gamefunc_Jump))
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input.actions |= SB_JUMP;
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@ -16,9 +16,9 @@
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struct ControlInfo
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{
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float dx;
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float dy;
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float dz;
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float dside;
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float dup;
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float dforward;
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float dyaw;
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float dpitch;
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float droll;
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@ -582,7 +582,7 @@ static float motoApplyTurn(player_struct* p, ControlInfo* const hidInput, bool c
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if (kbdLeft || kbdRight || p->moto_drink || hidInput->mouseturnx || hidInput->dyaw)
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{
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constexpr float velScale = (3.f / 10.f);
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const float baseVel = (buttonMap.ButtonDown(gamefunc_Move_Backward) || hidInput->dz < 0) && p->MotoSpeed <= 0 ? -VEHICLETURN : VEHICLETURN;
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const float baseVel = (buttonMap.ButtonDown(gamefunc_Move_Backward) || hidInput->dforward < 0) && p->MotoSpeed <= 0 ? -VEHICLETURN : VEHICLETURN;
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if (kbdLeft || p->moto_drink < 0 || hidInput->mouseturnx < 0 || hidInput->dyaw < 0)
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{
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@ -744,8 +744,8 @@ static void processVehicleInput(player_struct *p, ControlInfo* const hidInput, I
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if (p->OnBoat || !p->moto_underwater)
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{
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p->vehForwardScale = min((buttonMap.ButtonDown(gamefunc_Move_Forward) || buttonMap.ButtonDown(gamefunc_Strafe)) + hidInput->dz, 1.f);
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p->vehReverseScale = min(buttonMap.ButtonDown(gamefunc_Move_Backward) + -hidInput->dz, 1.f);
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p->vehForwardScale = min((buttonMap.ButtonDown(gamefunc_Move_Forward) || buttonMap.ButtonDown(gamefunc_Strafe)) + hidInput->dforward, 1.f);
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p->vehReverseScale = min(buttonMap.ButtonDown(gamefunc_Move_Backward) + -hidInput->dforward, 1.f);
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p->vehBraking = buttonMap.ButtonDown(gamefunc_Run);
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}
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