add source-sdk-2013

This commit is contained in:
nillerusr
2022-03-01 23:00:42 +03:00
parent 88b8830e8b
commit edc8d6c584
3288 changed files with 3734 additions and 1062458 deletions

View File

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