Haptic: Fix comments

This commit is contained in:
Denis Pauk 2022-12-15 22:36:09 +02:00
parent 4e36b66654
commit 633c50177a
2 changed files with 15 additions and 31 deletions

View File

@ -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:

View File

@ -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;
}