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Haptic: Fix comments
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2 changed files with 15 additions and 31 deletions
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@ -547,11 +547,11 @@ Set `0` by default.
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'calibrate' in the 'gamepad' -> 'gyro' menu to set them.
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* **joy_haptic_magnitude**: Haptic magnitude value, By default this cvar
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is `0.0` or disabled. Valid values are 0..1.0.
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is `0.0` or disabled. Valid values are positive, e.g. 0..2.0.
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* **joy_haptic_distance**: Haptic maximum effect distance value, By default
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this cvar is `100.0`. Any positive value is valid. E.g. effect of shot
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near barrel to barrel has 58 points.
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this cvar is `100.0`. Any positive value is valid. E.g. effect of shoot
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to a barrel has 58 points when player stay near the barrel.
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* **s_feedback_kind**: Select kind of controller feedback to use. By default
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this cvar is `0`. Possible values:
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@ -1426,7 +1426,7 @@ IN_Haptic_Effects_Info(void)
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{
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Com_Printf ("Joystick/Mouse haptic:\n");
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Com_Printf (" * %d effects\n", SDL_HapticNumEffects(joystick_haptic));
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Com_Printf (" * %d haptic effects in the same time\n", SDL_HapticNumEffectsPlaying(joystick_haptic));
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Com_Printf (" * %d haptic effects at the same time\n", SDL_HapticNumEffectsPlaying(joystick_haptic));
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Com_Printf (" * %d haptic axis\n", SDL_HapticNumAxes(joystick_haptic));
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}
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@ -1539,43 +1539,27 @@ IN_Haptic_GetEffectId(int effect_volume, int effect_duration,
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return last_haptic_effect[last_haptic_effect_pos].effect_id;
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}
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// Keep it same with rumble rules
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// Keep it same with rumble rules, look for descriptions to rumble
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// filtering in Controller_Rumble
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static char *default_haptic_filter = (
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// skipped files should be before wider rule
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"!weapons/*grenlb " // bouncing grenades don't have feedback
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"!weapons/*hgrenb " // bouncing grenades don't have feedback
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"!weapons/*open " // bouncing grenades don't have feedback
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"!weapons/*open " // rogue's items don't have feedback
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"!weapons/*warn " // rogue's items don't have feedback
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"weapons/ " // any weapons that are not in previous list
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// covered by previous rule
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// "weapons/*plasshot " // phalanx cannon fire
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// "weapons/*x " // explosions...
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// "weapons/*r " // reloads & ion ripper fire
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// "weapons/*blastf " // dampen blasters
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// "weapons/*hyprbf " // dampen blasters
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// "weapons/*nail " // nailgun's fire
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// "weapons/*shotgf " // shotgun
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// "weapons/*rocklf " // RL
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// "weapons/*sshotf " // for super shotgun
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// "weapons/*machgf " // machine gun & disruptor fire
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// "weapons/*disint " // machine gun & disruptor fire
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// any weapons that are not in previous list
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"weapons/ "
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// player{,s} effects
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"player/*land " // fall without injury
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"player/*burn "
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"player/*pain100 "
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"player/*pain75 "
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"player/*pain50 "
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"player/*pain25 "
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"player/*pain25 "
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"player/*pain "
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"player/*fall "
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"player/*death "
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"players/*burn "
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"players/*pain100 "
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"players/*pain75 "
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"players/*pain50 "
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"players/*pain25 "
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"players/*pain25 "
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"players/*pain "
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"players/*fall "
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"players/*death "
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// environment effects
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"doors/ "
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"plats/ "
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"world/*dish "
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@ -1744,10 +1728,10 @@ Haptic_Feedback(const char *name, int effect_volume, int effect_duration,
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if (effect_id == -1)
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{
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/* have rumble used some slots in haptic effect list?,
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* ok, use little bit less haptic effects in the same time*/
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* ok, use little bit less haptic effects at the same time*/
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IN_Haptic_Effects_Shutdown();
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last_haptic_effect_size --;
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Com_Printf("%d haptic effects in the same time\n", last_haptic_effect_size);
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Com_Printf("%d haptic effects at the same time\n", last_haptic_effect_size);
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return;
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}
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