diff --git a/doc/040_cvarlist.md b/doc/040_cvarlist.md index 31c1aed5..cd7e6ac9 100644 --- a/doc/040_cvarlist.md +++ b/doc/040_cvarlist.md @@ -547,11 +547,11 @@ Set `0` by default. 'calibrate' in the 'gamepad' -> 'gyro' menu to set them. * **joy_haptic_magnitude**: Haptic magnitude value, By default this cvar - is `0.0` or disabled. Valid values are 0..1.0. + is `0.0` or disabled. Valid values are positive, e.g. 0..2.0. * **joy_haptic_distance**: Haptic maximum effect distance value, By default - this cvar is `100.0`. Any positive value is valid. E.g. effect of shot - near barrel to barrel has 58 points. + this cvar is `100.0`. Any positive value is valid. E.g. effect of shoot + to a barrel has 58 points when player stay near the barrel. * **s_feedback_kind**: Select kind of controller feedback to use. By default this cvar is `0`. Possible values: diff --git a/src/client/input/sdl.c b/src/client/input/sdl.c index 5318181a..79bb49cc 100644 --- a/src/client/input/sdl.c +++ b/src/client/input/sdl.c @@ -1426,7 +1426,7 @@ IN_Haptic_Effects_Info(void) { Com_Printf ("Joystick/Mouse haptic:\n"); Com_Printf (" * %d effects\n", SDL_HapticNumEffects(joystick_haptic)); - Com_Printf (" * %d haptic effects in the same time\n", SDL_HapticNumEffectsPlaying(joystick_haptic)); + Com_Printf (" * %d haptic effects at the same time\n", SDL_HapticNumEffectsPlaying(joystick_haptic)); Com_Printf (" * %d haptic axis\n", SDL_HapticNumAxes(joystick_haptic)); } @@ -1539,43 +1539,27 @@ IN_Haptic_GetEffectId(int effect_volume, int effect_duration, return last_haptic_effect[last_haptic_effect_pos].effect_id; } -// Keep it same with rumble rules +// Keep it same with rumble rules, look for descriptions to rumble +// filtering in Controller_Rumble static char *default_haptic_filter = ( // skipped files should be before wider rule "!weapons/*grenlb " // bouncing grenades don't have feedback "!weapons/*hgrenb " // bouncing grenades don't have feedback - "!weapons/*open " // bouncing grenades don't have feedback + "!weapons/*open " // rogue's items don't have feedback "!weapons/*warn " // rogue's items don't have feedback - "weapons/ " // any weapons that are not in previous list - // covered by previous rule - // "weapons/*plasshot " // phalanx cannon fire - // "weapons/*x " // explosions... - // "weapons/*r " // reloads & ion ripper fire - // "weapons/*blastf " // dampen blasters - // "weapons/*hyprbf " // dampen blasters - // "weapons/*nail " // nailgun's fire - // "weapons/*shotgf " // shotgun - // "weapons/*rocklf " // RL - // "weapons/*sshotf " // for super shotgun - // "weapons/*machgf " // machine gun & disruptor fire - // "weapons/*disint " // machine gun & disruptor fire + // any weapons that are not in previous list + "weapons/ " + // player{,s} effects "player/*land " // fall without injury "player/*burn " - "player/*pain100 " - "player/*pain75 " - "player/*pain50 " - "player/*pain25 " - "player/*pain25 " + "player/*pain " "player/*fall " "player/*death " "players/*burn " - "players/*pain100 " - "players/*pain75 " - "players/*pain50 " - "players/*pain25 " - "players/*pain25 " + "players/*pain " "players/*fall " "players/*death " + // environment effects "doors/ " "plats/ " "world/*dish " @@ -1744,10 +1728,10 @@ Haptic_Feedback(const char *name, int effect_volume, int effect_duration, if (effect_id == -1) { /* have rumble used some slots in haptic effect list?, - * ok, use little bit less haptic effects in the same time*/ + * ok, use little bit less haptic effects at the same time*/ IN_Haptic_Effects_Shutdown(); last_haptic_effect_size --; - Com_Printf("%d haptic effects in the same time\n", last_haptic_effect_size); + Com_Printf("%d haptic effects at the same time\n", last_haptic_effect_size); return; }