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- fix joystick scaling for all games.
* Repairs https://forum.zdoom.org/viewtopic.php?f=340&t=67239 and https://forum.zdoom.org/viewtopic.php?f=340&t=67933 * Values that come from GZDoom backend are too low to be suitable for the Build games which were dividing by 'analogExtent'. * Remove definition of analogExtent from all games and define in inputstate.h, then define joyaxesScale as 75% of analogExtent to provide a bit of headroom and not have a scale of 1.0 be full speed. * Invert the returned results of GetAxes() as the returned floats are reversed for build games. * Leverage scaleAdjustmentToInverval() on game-side code to consistently scale the input irrespective of frame rate, vsync etc.
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6 changed files with 61 additions and 69 deletions
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@ -195,9 +195,9 @@ void CONTROL_GetInput(ControlInfo* info)
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I_GetAxes(joyaxes);
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info->dyaw += joyaxes[JOYAXIS_Yaw];
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info->dx += joyaxes[JOYAXIS_Side];
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info->dz += joyaxes[JOYAXIS_Forward];
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info->dpitch += joyaxes[JOYAXIS_Pitch];
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info->dyaw += -joyaxes[JOYAXIS_Yaw] * joyaxesScale;
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info->dx += -joyaxes[JOYAXIS_Side] * joyaxesScale;
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info->dz += -joyaxes[JOYAXIS_Forward] * joyaxesScale;
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info->dpitch += -joyaxes[JOYAXIS_Pitch] * joyaxesScale;
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}
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}
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