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https://github.com/celisej567/source-engine.git
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add source-sdk-2013
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@@ -283,7 +283,7 @@ ConVar joy_pegged("joy_pegged", "0.75");// Once the stick is pushed this far, it
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ConVar joy_virtual_peg("joy_virtual_peg", "0");
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static float ResponseCurveLookDefault( float x, int axis, float otherAxis, float dist, float frametime )
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{
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float inputX = x;
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float input = x;
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bool bStickIsPhysicallyPegged = ( dist >= joy_pegged.GetFloat() );
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@@ -351,11 +351,11 @@ static float ResponseCurveLookDefault( float x, int axis, float otherAxis, float
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x = joy_lowmap.GetFloat() * factor;
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}
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x *= AutoAimDampening( inputX, axis, dist );
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x *= AutoAimDampening( input, axis, dist );
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if( axis == YAW && x > 0.0f && joy_display_input.GetBool() )
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{
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Msg("In:%f Out:%f Frametime:%f\n", inputX, x, frametime );
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Msg("In:%f Out:%f Frametime:%f\n", input, x, frametime );
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}
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if( negative )
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@@ -369,7 +369,7 @@ static float ResponseCurveLookDefault( float x, int axis, float otherAxis, float
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ConVar joy_accel_filter("joy_accel_filter", "0.2");// If the non-accelerated axis is pushed farther than this, then accelerate it, too.
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static float ResponseCurveLookAccelerated( float x, int axis, float otherAxis, float dist, float frametime )
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{
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float inputX = x;
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float input = x;
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float flJoyDist = ( sqrt(x*x + otherAxis * otherAxis) );
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bool bIsPegged = ( flJoyDist>= joy_pegged.GetFloat() );
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@@ -419,11 +419,11 @@ static float ResponseCurveLookAccelerated( float x, int axis, float otherAxis, f
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}
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}
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x *= AutoAimDampening( inputX, axis, dist );
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x *= AutoAimDampening( input, axis, dist );
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if( axis == YAW && inputX != 0.0f && joy_display_input.GetBool() )
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if( axis == YAW && input != 0.0f && joy_display_input.GetBool() )
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{
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Msg("In:%f Out:%f Frametime:%f\n", inputX, x, frametime );
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Msg("In:%f Out:%f Frametime:%f\n", input, x, frametime );
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}
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if( negative )
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@@ -800,7 +800,7 @@ void CInput::JoyStickMove( float frametime, CUserCmd *cmd )
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if ( m_flPreviousJoystickForward || m_flPreviousJoystickSide || m_flPreviousJoystickPitch || m_flPreviousJoystickYaw )
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{
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const Vector& vTempOffset = g_ThirdPersonManager.GetCameraOffsetAngles();
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Vector vTempOffset = g_ThirdPersonManager.GetCameraOffsetAngles();
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// update the ideal pitch and yaw
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cam_idealpitch.SetValue( vTempOffset[ PITCH ] - viewangles[ PITCH ] );
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@@ -854,7 +854,7 @@ void CInput::JoyStickMove( float frametime, CUserCmd *cmd )
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// apply look control
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if ( IsX360() || in_jlook.state & 1 )
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{
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angle = 0;
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float angle = 0;
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if ( JOY_ABSOLUTE_AXIS == gameAxes[GAME_AXIS_PITCH].controlType )
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{
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float fAxisValue = ResponseCurveLook( joy_response_look.GetInt(), m_flPreviousJoystickPitch, PITCH, m_flPreviousJoystickYaw, dist, frametime );
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