- Removed specific Button_Speed handling from the controllers' AddAxes()

methods. Analog axes now respond Button_Speed and cl_run in exactly the
  same way as digital buttons do.
- Changed rounding slightly for analog axis -> integer in G_BuildTiccmd().
- Fixed: FXInputController::ProcessThumbstick() was slightly off when it
  converted to the range [-1.0,+1.0].


SVN r1733 (trunk)
This commit is contained in:
Randy Heit 2009-07-23 05:37:03 +00:00
commit bc3448e958
5 changed files with 28 additions and 32 deletions

View file

@ -267,7 +267,7 @@ void FXInputController::ProcessThumbstick(int value, AxisInfo *axis, int base)
BYTE buttonstate;
double axisval;
axisval = (value - SHRT_MIN) * 2.0 / (SHRT_MAX - SHRT_MIN) - 1.0;
axisval = (value - SHRT_MIN) * 2.0 / 65536 - 1.0;
axisval = Joy_RemoveDeadZone(axisval, axis->DeadZone, &buttonstate);
Joy_GenerateButtonEvents(axis->ButtonValue, buttonstate, 2, base);
axis->ButtonValue = buttonstate;
@ -354,18 +354,10 @@ void FXInputController::Detached()
void FXInputController::AddAxes(float axes[NUM_JOYAXIS])
{
float mul = Multiplier;
int i;
if (Button_Speed.bDown)
{
mul *= 0.5f;
}
// Add to game axes.
for (i = 0; i < NUM_AXES; ++i)
for (int i = 0; i < NUM_AXES; ++i)
{
axes[Axes[i].GameAxis] -= float(Axes[i].Value * mul * Axes[i].Multiplier);
axes[Axes[i].GameAxis] -= float(Axes[i].Value * Multiplier * Axes[i].Multiplier);
}
}