2021-01-02 01:49:45 -05:00
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#pragma once
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namespace Components
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{
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class XInput : public Component
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{
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public:
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XInput();
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2021-05-02 07:13:13 -04:00
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struct ActionMapping {
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int input;
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std::string action;
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bool isReversible;
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bool wasPressed = false;
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bool spamWhenHeld = false;
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ActionMapping(int input, std::string action, bool isReversible = true, bool spamWhenHeld = false)
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{
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this->action = action;
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this->isReversible = isReversible;
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this->input = input;
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this->spamWhenHeld = spamWhenHeld;
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}
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};
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2021-01-02 01:49:45 -05:00
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private:
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2021-01-02 02:17:37 -05:00
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static XINPUT_STATE xiStates[XUSER_MAX_COUNT];
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2021-01-02 14:42:52 -05:00
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static int xiPlayerNum;
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2021-05-02 07:13:13 -04:00
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static XINPUT_STATE lastXiState;
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static bool isHoldingMaxLookX;
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static std::chrono::milliseconds timeAtFirstHeldMaxLookX;
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static std::chrono::milliseconds msBeforeUnlockingSensitivity;
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static float lockedSensitivityMultiplier;
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2021-05-02 10:13:33 -04:00
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static float generalXSensitivityMultiplier;
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static float generalYSensitivityMultiplier;
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2021-05-02 07:13:13 -04:00
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static void Vibrate(int leftVal = 0, int rightVal = 0);
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2021-01-02 02:17:37 -05:00
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static void CL_FrameStub();
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static void PollXInputDevices();
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static void CL_CreateCmdStub();
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static void CL_GamepadMove(int, Game::usercmd_s*);
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2021-01-02 17:48:48 -05:00
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static void MSG_WriteDeltaUsercmdKeyStub();
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2021-01-02 20:06:40 -05:00
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static void ApplyMovement(Game::msg_t* msg, int key, Game::usercmd_s* from, Game::usercmd_s* to);
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2021-01-02 17:48:48 -05:00
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static void MSG_ReadDeltaUsercmdKeyStub();
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2021-01-02 18:37:46 -05:00
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static void MSG_ReadDeltaUsercmdKeyStub2();
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};
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2021-01-02 01:49:45 -05:00
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}
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