iw4x-client/src/Components/Modules/Gamepad.cpp

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#include "STDInclude.hpp"
#include <limits>
#define XINPUT_SENSITIVITY_MULTIPLIER 4 // Arbitrary value I multiply the xinput senstivity dvar with to get nicer values (0-10 range or something)
#define SIGN(d) ((d > 0) - (d < 0))
namespace Game
{
ButtonToCodeMap_t buttonList[]
{
{GPAD_X, K_BUTTON_X},
{GPAD_A, K_BUTTON_A},
{GPAD_B, K_BUTTON_B},
{GPAD_Y, K_BUTTON_Y},
{GPAD_L_TRIG, K_BUTTON_LTRIG},
{GPAD_R_TRIG, K_BUTTON_RTRIG},
{GPAD_L_SHLDR, K_BUTTON_LSHLDR},
{GPAD_R_SHLDR, K_BUTTON_RSHLDR},
{GPAD_START, K_BUTTON_START},
{GPAD_BACK, K_BUTTON_BACK},
{GPAD_L3, K_BUTTON_LSTICK},
{GPAD_R3, K_BUTTON_RSTICK},
{GPAD_UP, K_DPAD_UP},
{GPAD_DOWN, K_DPAD_DOWN},
{GPAD_LEFT, K_DPAD_LEFT},
{GPAD_RIGHT, K_DPAD_RIGHT}
};
StickToCodeMap_t analogStickList[4]
{
{GPAD_LX, K_APAD_RIGHT, K_APAD_LEFT},
{GPAD_LY, K_APAD_UP, K_APAD_DOWN},
{GPAD_RX, K_APAD_RIGHT, K_APAD_LEFT},
{GPAD_RY, K_APAD_UP, K_APAD_DOWN},
};
GamePadStick stickForAxis[GPAD_PHYSAXIS_COUNT]
{
GPAD_RX,
GPAD_RY,
GPAD_LX,
GPAD_LY,
GPAD_INVALID,
GPAD_INVALID
};
keyNum_t menuScrollButtonList[]
{
K_APAD_UP,
K_APAD_DOWN,
K_APAD_LEFT,
K_APAD_RIGHT,
K_DPAD_UP,
K_DPAD_DOWN,
K_DPAD_LEFT,
K_DPAD_RIGHT
};
constexpr auto VANILLA_KEY_NAME_COUNT = 95;
keyname_t extendedKeyNames[]
{
{"BUTTON_A", K_BUTTON_A},
{"BUTTON_B", K_BUTTON_B},
{"BUTTON_X", K_BUTTON_X},
{"BUTTON_Y", K_BUTTON_Y},
{"BUTTON_LSHLDR", K_BUTTON_LSHLDR},
{"BUTTON_RSHLDR", K_BUTTON_RSHLDR},
{"BUTTON_START", K_BUTTON_START},
{"BUTTON_BACK", K_BUTTON_BACK},
{"BUTTON_LSTICK", K_BUTTON_LSTICK},
{"BUTTON_RSTICK", K_BUTTON_RSTICK},
{"BUTTON_LTRIG", K_BUTTON_LTRIG},
{"BUTTON_RTRIG", K_BUTTON_RTRIG},
{"DPAD_UP", K_DPAD_UP},
{"DPAD_DOWN", K_DPAD_DOWN},
{"DPAD_LEFT", K_DPAD_LEFT},
{"DPAD_RIGHT", K_DPAD_RIGHT},
};
keyname_t combinedKeyNames[VANILLA_KEY_NAME_COUNT + std::extent_v<decltype(extendedKeyNames)> + 1];
GpadAxesGlob gaGlobs[MAX_GAMEPADS];
PlayerKeyState* playerKeys = reinterpret_cast<PlayerKeyState*>(0xA1B7D0);
keyname_t* vanillaKeyNames = reinterpret_cast<keyname_t*>(0x798580);
}
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namespace Components
{
Gamepad::GamePad Gamepad::gamePads[Game::MAX_GAMEPADS]{};
Gamepad::GamePadGlobals Gamepad::gamePadGlobals[Game::MAX_GAMEPADS]{};
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std::chrono::milliseconds Gamepad::timeAtFirstHeldMaxLookX = 0ms; // "For how much time in milliseconds has the player been holding a horizontal direction on their stick, fully" (-1.0 or 1.0)
bool Gamepad::isHoldingMaxLookX = false;
bool Gamepad::isADS;
Dvar::Var Gamepad::gpad_enabled;
Dvar::Var Gamepad::gpad_debug;
Dvar::Var Gamepad::gpad_present;
Dvar::Var Gamepad::gpad_sticksConfig;
Dvar::Var Gamepad::gpad_buttonConfig;
Dvar::Var Gamepad::gpad_menu_scroll_delay_first;
Dvar::Var Gamepad::gpad_menu_scroll_delay_rest;
Dvar::Var Gamepad::gpad_rumble;
Dvar::Var Gamepad::gpad_stick_pressed_hysteresis;
Dvar::Var Gamepad::gpad_stick_pressed;
Dvar::Var Gamepad::gpad_stick_deadzone_max;
Dvar::Var Gamepad::gpad_stick_deadzone_min;
Dvar::Var Gamepad::gpad_button_deadzone;
Dvar::Var Gamepad::gpad_button_rstick_deflect_max;
Dvar::Var Gamepad::gpad_button_lstick_deflect_max;
Dvar::Var Gamepad::xpadSensitivity;
Dvar::Var Gamepad::xpadEarlyTime;
Dvar::Var Gamepad::xpadEarlyMultiplier;
Dvar::Var Gamepad::xpadHorizontalMultiplier;
Dvar::Var Gamepad::xpadVerticalMultiplier;
Dvar::Var Gamepad::xpadAdsMultiplier;
Game::GamePadStickDir Gamepad::lastMenuNavigationDirection = Game::GPAD_STICK_DIR_COUNT;
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std::chrono::milliseconds Gamepad::lastNavigationTime = 0ms;
std::chrono::milliseconds Gamepad::msBetweenNavigations = 220ms;
struct ControllerMenuKeyMapping
{
Game::keyNum_t controllerKey;
Game::keyNum_t pcKey;
};
ControllerMenuKeyMapping controllerMenuKeyMappings[]
{
{Game::K_BUTTON_A, Game::K_ENTER},
{Game::K_BUTTON_START, Game::K_ENTER},
{Game::K_BUTTON_B, Game::K_ESCAPE},
{Game::K_BUTTON_BACK, Game::K_ESCAPE},
{Game::K_DPAD_UP, Game::K_UPARROW},
{Game::K_APAD_UP, Game::K_UPARROW},
{Game::K_DPAD_DOWN, Game::K_DOWNARROW},
{Game::K_APAD_DOWN, Game::K_DOWNARROW},
{Game::K_DPAD_LEFT, Game::K_LEFTARROW},
{Game::K_APAD_LEFT, Game::K_LEFTARROW},
{Game::K_DPAD_RIGHT, Game::K_RIGHTARROW},
{Game::K_APAD_RIGHT, Game::K_RIGHTARROW},
};
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// This should be read from a text file in the players/ folder, most probably / or from config_mp.cfg
std::vector<Gamepad::ActionMapping> mappings = {
Gamepad::ActionMapping(XINPUT_GAMEPAD_A, "gostand"),
Gamepad::ActionMapping(XINPUT_GAMEPAD_B, "stance"),
Gamepad::ActionMapping(XINPUT_GAMEPAD_X, "usereload"),
Gamepad::ActionMapping(XINPUT_GAMEPAD_Y, "weapnext", false),
Gamepad::ActionMapping(XINPUT_GAMEPAD_LEFT_SHOULDER, "smoke"),
Gamepad::ActionMapping(XINPUT_GAMEPAD_RIGHT_SHOULDER, "frag"),
Gamepad::ActionMapping(XINPUT_GAMEPAD_LEFT_THUMB, "breath_sprint"),
Gamepad::ActionMapping(XINPUT_GAMEPAD_RIGHT_THUMB, "melee"),
Gamepad::ActionMapping(XINPUT_GAMEPAD_START, "togglemenu", false),
Gamepad::ActionMapping(XINPUT_GAMEPAD_BACK, "scores"),
Gamepad::ActionMapping(XINPUT_GAMEPAD_DPAD_LEFT, "actionslot 3"),
Gamepad::ActionMapping(XINPUT_GAMEPAD_DPAD_RIGHT, "actionslot 2"),
Gamepad::ActionMapping(XINPUT_GAMEPAD_DPAD_DOWN, "actionslot 1"),
Gamepad::ActionMapping(XINPUT_GAMEPAD_DPAD_UP, "actionslot 4"),
};
// Same thing
// void Gamepad::Vibrate(int leftVal, int rightVal)
// {
// // Create a Vibraton State
// XINPUT_VIBRATION Vibration;
//
// // Zeroise the Vibration
// ZeroMemory(&Vibration, sizeof(XINPUT_VIBRATION));
//
// // Set the Vibration Values
// Vibration.wLeftMotorSpeed = leftVal;
// Vibration.wRightMotorSpeed = rightVal;
//
// // Vibrate the controller
// XInputSetState(xiPlayerNum, &Vibration);
// }
void Gamepad::CL_GamepadMove(int, Game::usercmd_s* cmd)
{
auto& gamePad = gamePads[0];
if (gamePad.enabled)
{
if (std::fabs(gamePad.sticks[0]) > 0.0f || std::fabs(gamePad.sticks[1]) > 0.0f)
{
// We check for 0:0 again so we don't overwrite keyboard input in case the user doesn't feel like using their gamepad, even though its plugged in
cmd->rightmove = static_cast<char>(gamePad.sticks[0] * static_cast<float>(std::numeric_limits<char>().max()));
cmd->forwardmove = static_cast<char>(gamePad.sticks[1] * static_cast<float>(std::numeric_limits<char>().max()));
}
const bool pressingLeftTrigger = gamePad.analogs[0] > TRIGGER_THRESHOLD_F;
const bool previouslyPressingLeftTrigger = gamePad.lastAnalogs[0] > TRIGGER_THRESHOLD_F;
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if (pressingLeftTrigger != previouslyPressingLeftTrigger)
{
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if (pressingLeftTrigger)
{
Command::Execute("+speed_throw");
isADS = true;
}
else
{
Command::Execute("-speed_throw");
isADS = false;
}
}
const bool pressingRightTrigger = gamePad.analogs[1] > TRIGGER_THRESHOLD_F;
const bool previouslyPressingRightTrigger = gamePad.lastAnalogs[1] > TRIGGER_THRESHOLD_F;
if (pressingRightTrigger != previouslyPressingRightTrigger)
{
if (pressingRightTrigger)
{
Command::Execute("+attack");
}
else
{
Command::Execute("-attack");
}
}
// Buttons (on/off) mappings
for (auto& i : mappings)
{
auto mapping = i;
auto action = mapping.action;
auto antiAction = mapping.action;
if (mapping.isReversible)
{
action = "+" + mapping.action;
antiAction = "-" + mapping.action;
}
else if (mapping.wasPressed)
{
if (gamePad.digitals & mapping.input)
{
// Button still pressed, do not send info
}
else
{
i.wasPressed = false;
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}
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continue;
}
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if (gamePad.digitals & mapping.input)
{
if (mapping.spamWhenHeld || !i.wasPressed)
{
Command::Execute(action);
}
i.wasPressed = true;
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}
else if (mapping.isReversible && mapping.wasPressed)
{
i.wasPressed = false;
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Command::Execute(antiAction);
}
}
}
}
__declspec(naked) void Gamepad::CL_CreateCmdStub()
{
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__asm
{
// do xinput!
push esi
push ebp
call CL_GamepadMove
add esp, 8h
// execute code we patched over
add esp, 4
fld st
pop ebx
// return back
push 0x5A6DBF
retn
}
}
__declspec(naked) void Gamepad::MSG_WriteDeltaUsercmdKeyStub()
{
__asm
{
// fix stack pointer
add esp, 0Ch
// put both forward move and rightmove values in the movement button
mov dl, byte ptr[edi + 1Ah] // to_forwardMove
mov dh, byte ptr[edi + 1Bh] // to_rightMove
mov[esp + 30h], dx // to_buttons
mov dl, byte ptr[ebp + 1Ah] // from_forwardMove
mov dh, byte ptr[ebp + 1Bh] // from_rightMove
mov[esp + 2Ch], dx // from_buttons
// return back
push 0x60E40E
retn
}
}
void Gamepad::ApplyMovement(Game::msg_t* msg, int key, Game::usercmd_s* from, Game::usercmd_s* to)
{
char forward;
char right;
if (Game::MSG_ReadBit(msg))
{
short movementBits = static_cast<short>(key ^ Game::MSG_ReadBits(msg, 16));
forward = static_cast<char>(movementBits);
right = static_cast<char>(movementBits >> 8);
}
else
{
forward = from->forwardmove;
right = from->rightmove;
}
to->forwardmove = forward;
to->rightmove = right;
}
__declspec(naked) void Gamepad::MSG_ReadDeltaUsercmdKeyStub()
{
__asm
{
push ebx // to
push ebp // from
push edi // key
push esi // msg
call ApplyMovement
add esp, 10h
// return back
push 0x4921BF
ret
}
}
__declspec(naked) void Gamepad::MSG_ReadDeltaUsercmdKeyStub2()
{
__asm
{
push ebx // to
push ebp // from
push edi // key
push esi // msg
call ApplyMovement
add esp, 10h
// return back
push 3
push esi
push 0x492085
ret
}
}
int Gamepad::unk_CheckKeyHook(int localClientNum, Game::keyNum_t keyCode)
{
const auto& gamePad = gamePads[0];
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if (gamePad.enabled)
{
if (keyCode == Game::keyNum_t::K_MOUSE2)
{
const bool pressingLeftTrigger = gamePad.analogs[0] > TRIGGER_THRESHOLD_F;
const bool previouslyPressingLeftTrigger = gamePad.lastAnalogs[0] > TRIGGER_THRESHOLD_F;
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if (pressingLeftTrigger != previouslyPressingLeftTrigger)
{
if (pressingLeftTrigger)
{
return 1;
}
else
{
return 0;
}
}
}
}
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return Utils::Hook::Call<int(int, Game::keyNum_t)>(0x48B2D0)(localClientNum, keyCode);
}
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void Gamepad::MouseOverride(Game::clientActive_t* clientActive, float* mx, float* my)
{
CL_GetMouseMovementCl(clientActive, mx, my);
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const auto& gamePad = gamePads[0];
if (gamePad.enabled)
{
float viewSensitivityMultiplier = xpadSensitivity.get<float>() * XINPUT_SENSITIVITY_MULTIPLIER;
float lockedSensitivityMultiplier = xpadEarlyMultiplier.get<float>();
float generalXSensitivityMultiplier = xpadHorizontalMultiplier.get<float>();
float generalYSensitivityMultiplier = xpadVerticalMultiplier.get<float>();
std::chrono::milliseconds msBeforeUnlockingSensitivity = std::chrono::milliseconds(xpadEarlyTime.get<int>());
float viewStickX = gamePad.sticks[2];
float viewStickY = gamePad.sticks[3];
// Gamepad horizontal acceleration on view
if (abs(viewStickX) > 0.80f)
{
if (!isHoldingMaxLookX)
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{
isHoldingMaxLookX = true;
timeAtFirstHeldMaxLookX = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch());
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}
else
{
std::chrono::milliseconds hasBeenHoldingLeftXForMs = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch()) -
timeAtFirstHeldMaxLookX;
#ifdef STEP_SENSITIVITY
if (hasBeenHoldingLeftXForMs < msBeforeUnlockingSensitivity) {
viewStickX *= lockedSensitivityMultiplier;
}
#else
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float coeff = std::clamp(hasBeenHoldingLeftXForMs.count() / (float)msBeforeUnlockingSensitivity.count(), 0.0F, 1.0F);
viewStickX *= lockedSensitivityMultiplier + coeff * (1.0f - lockedSensitivityMultiplier);
#endif
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}
}
else
{
isHoldingMaxLookX = false;
timeAtFirstHeldMaxLookX = 0ms;
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viewStickX *= lockedSensitivityMultiplier;
}
float adsMultiplier = 1.0f;
auto ps = &clientActive->snap.ps;
// DO NOT use clientActive->usingAds ! It only works for toggle ADS
if (PM_IsAdsAllowed(ps) && isADS)
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{
adsMultiplier = xpadAdsMultiplier.get<float>();
}
if (viewStickX != 0 || viewStickY != 0)
{
*(my) = viewStickX * viewSensitivityMultiplier * generalXSensitivityMultiplier * adsMultiplier;
*(mx) = -viewStickY * viewSensitivityMultiplier * generalYSensitivityMultiplier * adsMultiplier;
}
// Handling killstreaks
const bool pressingRightTrigger = gamePad.analogs[1] > TRIGGER_THRESHOLD_F;
const bool previouslyPressingRightTrigger = gamePad.lastAnalogs[1] > TRIGGER_THRESHOLD_F;
if (pressingRightTrigger != previouslyPressingRightTrigger)
{
bool* isInPredator = reinterpret_cast<bool*>(0x8EE3B8);
if (pressingRightTrigger)
{
Utils::Hook::Set(0xA1C4F4, Game::LOC_SEL_INPUT_CONFIRM);
if (*isInPredator)
{
// Yea, that's how we boost
// Command::execute is sync by default so the predator event gets fired properly
Command::Execute("+attack");
Command::Execute("-attack");
}
}
}
}
}
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// Game -> Client DLL
__declspec(naked) void CL_GetMouseMovementStub()
{
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__asm
{
push edx;
push ecx;
push eax;
call Gamepad::MouseOverride;
add esp, 0xC;
ret;
}
}
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// Client DLL -> Game
void Gamepad::CL_GetMouseMovementCl(Game::clientActive_t* result, float* mx, float* my)
{
__asm
{
push ebx;
push ecx;
push edx;
mov eax, result;
mov ecx, mx;
mov edx, my;
mov ebx, 5A60E0h;
call ebx;
pop edx;
pop ecx;
pop ebx;
}
}
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bool Gamepad::GPad_Check(const int gamePadIndex, const int portIndex)
{
assert(gamePadIndex < Game::MAX_GAMEPADS);
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auto& gamePad = gamePads[gamePadIndex];
if (XInputGetCapabilities(portIndex, XINPUT_FLAG_GAMEPAD, &gamePad.caps) == ERROR_SUCCESS)
{
gamePad.enabled = true;
gamePad.portIndex = portIndex;
return true;
}
gamePad.enabled = false;
return false;
}
void Gamepad::GPad_RefreshAll()
{
auto currentGamePadNum = 0;
for (auto currentPort = 0; currentPort < XUSER_MAX_COUNT && currentGamePadNum < Game::MAX_GAMEPADS; currentPort++)
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{
if (GPad_Check(currentGamePadNum, currentPort))
currentGamePadNum++;
}
}
void Gamepad::CL_GamepadResetMenuScrollTime(const int gamePadIndex, const int key, const bool down, const unsigned time)
{
assert(gamePadIndex < Game::MAX_GAMEPADS);
auto& gamePadGlobal = gamePadGlobals[gamePadIndex];
if (!down)
return;
const auto scrollDelayFirst = gpad_menu_scroll_delay_first.get<int>();
for(const auto scrollButton : Game::menuScrollButtonList)
{
if(key == scrollButton)
{
gamePadGlobal.nextScrollTime = scrollDelayFirst + time;
return;
}
}
}
void Gamepad::CL_GamepadGenerateAPad(const int gamePadIndex, const Game::GamepadPhysicalAxis physicalAxis, unsigned time)
{
assert(gamePadIndex < Game::MAX_GAMEPADS);
assert(physicalAxis < Game::GPAD_PHYSAXIS_COUNT && physicalAxis >= 0);
auto& gamePad = gamePads[gamePadIndex];
const auto stick = Game::stickForAxis[physicalAxis];
const auto stickIndex = stick & Game::GPAD_VALUE_MASK;
if(stick != Game::GPAD_INVALID)
{
assert(stickIndex < 4);
const auto& mapping = Game::analogStickList[stickIndex];
if(gamePad.stickDown[stickIndex][Game::GPAD_STICK_POS])
{
const Game::GamePadButtonEvent event = gamePad.stickDownLast[stickIndex][Game::GPAD_STICK_POS] ? Game::GPAD_BUTTON_UPDATE : Game::GPAD_BUTTON_PRESSED;
CL_GamepadButtonEvent(gamePadIndex, mapping.posCode, event, time, Game::GPAD_NONE);
}
else if(gamePad.stickDown[stickIndex][Game::GPAD_STICK_NEG])
{
const Game::GamePadButtonEvent event = gamePad.stickDownLast[stickIndex][Game::GPAD_STICK_NEG] ? Game::GPAD_BUTTON_UPDATE : Game::GPAD_BUTTON_PRESSED;
CL_GamepadButtonEvent(gamePadIndex, mapping.negCode, event, time, Game::GPAD_NONE);
}
else if(gamePad.stickDownLast[stickIndex][Game::GPAD_STICK_POS])
{
CL_GamepadButtonEvent(gamePadIndex, mapping.posCode, Game::GPAD_BUTTON_RELEASED, time, Game::GPAD_NONE);
}
else if(gamePad.stickDownLast[stickIndex][Game::GPAD_STICK_NEG])
{
CL_GamepadButtonEvent(gamePadIndex, mapping.negCode, Game::GPAD_BUTTON_RELEASED, time, Game::GPAD_NONE);
}
}
}
void Gamepad::CL_GamepadEvent(int gamePadIndex, const Game::GamepadPhysicalAxis physicalAxis, const float value, const unsigned time)
{
assert(gamePadIndex < Game::MAX_GAMEPADS);
assert(physicalAxis < Game::GPAD_PHYSAXIS_COUNT && physicalAxis >= 0);
Game::gaGlobs[gamePadIndex].axesValues[physicalAxis] = value;
CL_GamepadGenerateAPad(gamePadIndex, physicalAxis, time);
}
void Gamepad::UI_GamepadKeyEvent(const int gamePadIndex, const int key, const bool down)
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{
for(const auto& mapping : controllerMenuKeyMappings)
{
if(mapping.controllerKey == key)
{
Game::UI_KeyEvent(gamePadIndex, mapping.pcKey, down);
return;
}
}
// No point in sending unmapped controller keystrokes to the key event handler since it doesn't know how to use it anyway
// Game::UI_KeyEvent(gamePadIndex, key, down);
}
bool Gamepad::CL_CheckForIgnoreDueToRepeat(const int gamePadIndex, const int key, const int repeatCount, const unsigned time)
{
assert(gamePadIndex < Game::MAX_GAMEPADS);
auto& gamePadGlobal = gamePadGlobals[gamePadIndex];
if(Game::Key_IsKeyCatcherActive(gamePadIndex, Game::KEYCATCH_UI))
{
const int scrollDelayFirst = gpad_menu_scroll_delay_first.get<int>();
const int scrollDelayRest = gpad_menu_scroll_delay_rest.get<int>();
for(const auto menuScrollButton : Game::menuScrollButtonList)
{
if(key == menuScrollButton)
{
if(repeatCount == 1)
{
gamePadGlobal.nextScrollTime = time + scrollDelayFirst;
return false;
}
if(time > gamePadGlobal.nextScrollTime)
{
gamePadGlobal.nextScrollTime = time + scrollDelayRest;
return false;
}
break;
}
}
}
return repeatCount > 1;
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}
void Gamepad::CL_GamepadButtonEvent(const int gamePadIndex, const int key, const Game::GamePadButtonEvent buttonEvent, const unsigned time, const Game::GamePadButton button)
{
assert(gamePadIndex < Game::MAX_GAMEPADS);
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const auto pressed = buttonEvent == Game::GPAD_BUTTON_PRESSED;
const auto pressedOrUpdated = pressed || buttonEvent == Game::GPAD_BUTTON_UPDATE;
auto& keyState = Game::playerKeys[gamePadIndex];
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keyState.keys[key].down = pressedOrUpdated;
if(pressedOrUpdated)
{
if (++keyState.keys[key].repeats == 1)
keyState.anyKeyDown++;
}
else if(buttonEvent == Game::GPAD_BUTTON_RELEASED && keyState.keys[key].repeats > 0)
{
keyState.keys[key].repeats = 0;
if (--keyState.anyKeyDown < 0)
keyState.anyKeyDown = 0;
}
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if (pressedOrUpdated && CL_CheckForIgnoreDueToRepeat(gamePadIndex, key, keyState.keys[key].repeats, time))
return;
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if(Game::Key_IsKeyCatcherActive(gamePadIndex, Game::KEYCATCH_LOCATION_SELECTION) && pressedOrUpdated)
{
if(key == Game::K_BUTTON_B || keyState.keys[key].binding && strcmp(keyState.keys[key].binding, "+actionslot 4") == 0)
{
keyState.locSelInputState = Game::LOC_SEL_INPUT_CANCEL;
}
else if(key == Game::K_BUTTON_A || keyState.keys[key].binding && strcmp(keyState.keys[key].binding, "+attack") == 0)
{
keyState.locSelInputState = Game::LOC_SEL_INPUT_CONFIRM;
}
return;
}
keyState.locSelInputState = Game::LOC_SEL_INPUT_NONE;
const auto* keyBinding = keyState.keys[key].binding;
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char cmd[1024];
if(pressedOrUpdated)
{
if (Game::Key_IsKeyCatcherActive(gamePadIndex, Game::KEYCATCH_UI))
{
UI_GamepadKeyEvent(gamePadIndex, key, pressedOrUpdated);
return;
}
if (keyBinding)
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{
if (keyBinding[0] == '+')
{
float floatValue;
if (button)
floatValue = GPad_GetButton(gamePadIndex, button);
else
floatValue = 0.0f;
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sprintf_s(cmd, "%s %i %i %0.3f\n", keyBinding, key, time, floatValue);
Game::Cbuf_AddText(gamePadIndex, cmd);
}
else
{
Game::Cbuf_AddText(gamePadIndex, keyBinding);
Game::Cbuf_AddText(gamePadIndex, "\n");
}
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}
}
else
{
if (keyBinding && keyBinding[0] == '+')
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{
float floatValue;
if (button)
floatValue = GPad_GetButton(gamePadIndex, button);
else
floatValue = 0.0f;
sprintf_s(cmd, "-%s %i %i %0.3f\n", &keyBinding[1], key, time, floatValue);
Game::Cbuf_AddText(gamePadIndex, cmd);
}
if (Game::Key_IsKeyCatcherActive(gamePadIndex, Game::KEYCATCH_UI))
{
UI_GamepadKeyEvent(gamePadIndex, key, pressedOrUpdated);
}
}
}
void Gamepad::CL_GamepadButtonEventForPort(const int gamePadIndex, const int key, const Game::GamePadButtonEvent buttonEvent, const unsigned time, const Game::GamePadButton button)
{
if (Game::Key_IsKeyCatcherActive(gamePadIndex, Game::KEYCATCH_UI))
CL_GamepadResetMenuScrollTime(gamePadIndex, key, buttonEvent == Game::GPAD_BUTTON_PRESSED, time);
CL_GamepadButtonEvent(gamePadIndex, key, buttonEvent, time, button);
}
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void Gamepad::GPad_ConvertStickToFloat(const short x, const short y, float& outX, float& outY)
{
Game::vec2_t stickVec;
stickVec[0] = static_cast<float>(x) / static_cast<float>(std::numeric_limits<short>::max());
stickVec[1] = static_cast<float>(y) / static_cast<float>(std::numeric_limits<short>::max());
const auto deadZoneTotal = gpad_stick_deadzone_min.get<float>() + gpad_stick_deadzone_max.get<float>();
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auto len = Game::Vec2Normalize(stickVec);
if (gpad_stick_deadzone_min.get<float>() <= len)
{
if (1.0f - gpad_stick_deadzone_max.get<float>() >= len)
len = (len - gpad_stick_deadzone_min.get<float>()) / (1.0f - deadZoneTotal);
else
len = 1.0f;
}
else
len = 0.0f;
outX = stickVec[0] * len;
outY = stickVec[1] * len;
}
float Gamepad::GPad_GetStick(const int gamePadIndex, const Game::GamePadStick stick)
{
assert(gamePadIndex < Game::MAX_GAMEPADS);
auto& gamePad = gamePads[gamePadIndex];
return gamePad.sticks[stick];
}
float Gamepad::GPad_GetButton(const int gamePadIndex, Game::GamePadButton button)
{
assert(gamePadIndex < Game::MAX_GAMEPADS);
auto& gamePad = gamePads[gamePadIndex];
float value = 0.0f;
if(button & Game::GPAD_DIGITAL_MASK)
{
const auto buttonValue = button & Game::GPAD_VALUE_MASK;
value = buttonValue & gamePad.digitals ? 1.0f : 0.0f;
}
else if(button & Game::GPAD_ANALOG_MASK)
{
const auto analogIndex = button & Game::GPAD_VALUE_MASK;
if (analogIndex < std::extent_v<decltype(gamePad.analogs)>)
{
value = gamePad.analogs[analogIndex];
}
}
return value;
}
bool Gamepad::GPad_IsButtonPressed(const int gamePadIndex, Game::GamePadButton button)
{
assert(gamePadIndex < Game::MAX_GAMEPADS);
auto& gamePad = gamePads[gamePadIndex];
bool down = false;
bool lastDown = false;
if(button & Game::GPAD_DIGITAL_MASK)
{
const auto buttonValue = button & Game::GPAD_VALUE_MASK;
down = (buttonValue & gamePad.digitals) != 0;
lastDown = (buttonValue & gamePad.lastDigitals) != 0;
}
else if(button & Game::GPAD_ANALOG_MASK)
{
const auto analogIndex = button & Game::GPAD_VALUE_MASK;
assert(analogIndex < std::extent_v<decltype(gamePad.analogs)>);
if(analogIndex < std::extent_v<decltype(gamePad.analogs)>)
{
down = gamePad.analogs[analogIndex] > 0.0f;
lastDown = gamePad.lastAnalogs[analogIndex] > 0.0f;
}
}
return down && !lastDown;
}
bool Gamepad::GPad_ButtonRequiresUpdates(const int gamePadIndex, Game::GamePadButton button)
{
return (button & Game::GPAD_ANALOG_MASK || button & Game::GPAD_DPAD_MASK) && GPad_GetButton(gamePadIndex, button) > 0.0f;
}
bool Gamepad::GPad_IsButtonReleased(int gamePadIndex, Game::GamePadButton button)
{
assert(gamePadIndex < Game::MAX_GAMEPADS);
auto& gamePad = gamePads[gamePadIndex];
bool down = false;
bool lastDown = false;
if (button & Game::GPAD_DIGITAL_MASK)
{
const auto buttonValue = button & Game::GPAD_VALUE_MASK;
down = (gamePad.digitals & buttonValue) != 0;
lastDown = (gamePad.lastDigitals & buttonValue) != 0;
}
else if (button & Game::GPAD_ANALOG_MASK)
{
const auto analogIndex = button & Game::GPAD_VALUE_MASK;
assert(analogIndex < std::extent_v<decltype(gamePad.analogs)>);
if (analogIndex < std::extent_v<decltype(gamePad.analogs)>)
{
down = gamePad.analogs[analogIndex] > 0.0f;
lastDown = gamePad.lastAnalogs[analogIndex] > 0.0f;
}
}
return !down && lastDown;
}
void Gamepad::GPad_UpdateSticksDown(int gamePadIndex)
{
assert(gamePadIndex < Game::MAX_GAMEPADS);
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auto& gamePad = gamePads[gamePadIndex];
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for (auto stickIndex = 0u; stickIndex < std::extent_v<decltype(GamePad::sticks)>; stickIndex++)
{
for (auto dir = 0; dir < Game::GPAD_STICK_DIR_COUNT; dir++)
{
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gamePad.stickDownLast[stickIndex][dir] = gamePad.stickDown[stickIndex][dir];
auto threshold = gpad_stick_pressed.get<float>();
if (gamePad.stickDownLast[stickIndex][dir])
threshold -= gpad_stick_pressed_hysteresis.get<float>();
else
threshold += gpad_stick_pressed_hysteresis.get<float>();
if (dir == Game::GPAD_STICK_POS)
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{
gamePad.stickDown[stickIndex][dir] = gamePad.sticks[stickIndex] > threshold;
}
else
{
assert(dir == Game::GPAD_STICK_NEG);
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gamePad.stickDown[stickIndex][dir] = gamePad.sticks[stickIndex] < -threshold;
}
}
}
}
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void Gamepad::GPad_UpdateSticks(const int gamePadIndex, const XINPUT_GAMEPAD& state)
{
assert(gamePadIndex < Game::MAX_GAMEPADS);
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auto& gamePad = gamePads[gamePadIndex];
Game::vec2_t lVec, rVec;
GPad_ConvertStickToFloat(state.sThumbLX, state.sThumbLY, lVec[0], lVec[1]);
GPad_ConvertStickToFloat(state.sThumbRX, state.sThumbRY, rVec[0], rVec[1]);
gamePad.lastSticks[0] = gamePad.sticks[0];
gamePad.sticks[0] = lVec[0];
gamePad.lastSticks[1] = gamePad.sticks[1];
gamePad.sticks[1] = lVec[1];
gamePad.lastSticks[2] = gamePad.sticks[2];
gamePad.sticks[2] = rVec[0];
gamePad.lastSticks[3] = gamePad.sticks[3];
gamePad.sticks[3] = rVec[1];
GPad_UpdateSticksDown(gamePadIndex);
#ifdef DEBUG
if (gpad_debug.get<bool>())
{
Logger::Print("Left: X: %f Y: %f\n", lVec[0], lVec[1]);
Logger::Print("Right: X: %f Y: %f\n", rVec[0], rVec[1]);
Logger::Print("Down: %i:%i %i:%i %i:%i %i:%i\n", gamePad.stickDown[0][Game::GPAD_STICK_POS], gamePad.stickDown[0][Game::GPAD_STICK_NEG],
gamePad.stickDown[1][Game::GPAD_STICK_POS], gamePad.stickDown[1][Game::GPAD_STICK_NEG],
gamePad.stickDown[2][Game::GPAD_STICK_POS], gamePad.stickDown[2][Game::GPAD_STICK_NEG],
gamePad.stickDown[3][Game::GPAD_STICK_POS], gamePad.stickDown[3][Game::GPAD_STICK_NEG]);
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}
#endif
}
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void Gamepad::GPad_UpdateDigitals(const int gamePadIndex, const XINPUT_GAMEPAD& state)
{
assert(gamePadIndex < Game::MAX_GAMEPADS);
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auto& gamePad = gamePads[gamePadIndex];
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gamePad.lastDigitals = gamePad.digitals;
gamePad.digitals = state.wButtons;
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const auto leftDeflect = gpad_button_lstick_deflect_max.get<float>();
if (std::fabs(gamePad.sticks[0]) > leftDeflect || std::fabs(gamePad.sticks[1]) > leftDeflect)
gamePad.digitals &= ~static_cast<short>(XINPUT_GAMEPAD_LEFT_THUMB);
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const auto rightDeflect = gpad_button_rstick_deflect_max.get<float>();
if (std::fabs(gamePad.sticks[2]) > leftDeflect || std::fabs(gamePad.sticks[3]) > rightDeflect)
gamePad.digitals &= ~static_cast<short>(XINPUT_GAMEPAD_RIGHT_THUMB);
#ifdef DEBUG
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if (gpad_debug.get<bool>())
{
Logger::Print("Buttons: %x\n", gamePad.digitals);
}
#endif
}
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void Gamepad::GPad_UpdateAnalogs(const int gamePadIndex, const XINPUT_GAMEPAD& state)
{
assert(gamePadIndex < Game::MAX_GAMEPADS);
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auto& gamePad = gamePads[gamePadIndex];
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const auto buttonDeadZone = gpad_button_deadzone.get<float>();
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gamePad.lastAnalogs[0] = gamePad.analogs[0];
gamePad.analogs[0] = static_cast<float>(state.bLeftTrigger) / static_cast<float>(std::numeric_limits<unsigned char>::max());
if (gamePad.analogs[0] < buttonDeadZone)
gamePad.analogs[0] = 0.0f;
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gamePad.lastAnalogs[1] = gamePad.analogs[1];
gamePad.analogs[1] = static_cast<float>(state.bRightTrigger) / static_cast<float>(std::numeric_limits<unsigned char>::max());
if (gamePad.analogs[1] < buttonDeadZone)
gamePad.analogs[1] = 0.0f;
#ifdef DEBUG
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if (gpad_debug.get<bool>())
{
Logger::Print("Triggers: %f %f\n", gamePad.analogs[0], gamePad.analogs[1]);
}
#endif
}
void Gamepad::GPad_UpdateAll()
{
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GPad_RefreshAll();
for (auto currentGamePadIndex = 0; currentGamePadIndex < Game::MAX_GAMEPADS; currentGamePadIndex++)
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{
const auto& gamePad = gamePads[currentGamePadIndex];
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if (!gamePad.enabled)
continue;
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XINPUT_STATE inputState;
if (XInputGetState(gamePad.portIndex, &inputState) != ERROR_SUCCESS)
continue;
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GPad_UpdateSticks(currentGamePadIndex, inputState.Gamepad);
GPad_UpdateDigitals(currentGamePadIndex, inputState.Gamepad);
GPad_UpdateAnalogs(currentGamePadIndex, inputState.Gamepad);
}
}
void Gamepad::IN_GamePadsMove()
{
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GPad_UpdateAll();
const auto time = Game::Sys_Milliseconds();
bool gpadPresent = false;
for(auto gamePadIndex = 0; gamePadIndex < Game::MAX_GAMEPADS; gamePadIndex++)
{
const auto& gamePad = gamePads[gamePadIndex];
if(gamePad.enabled)
{
gpadPresent = true;
const auto lx = GPad_GetStick(gamePadIndex, Game::GPAD_LX);
const auto ly = GPad_GetStick(gamePadIndex, Game::GPAD_LY);
const auto rx = GPad_GetStick(gamePadIndex, Game::GPAD_RX);
const auto ry = GPad_GetStick(gamePadIndex, Game::GPAD_RY);
const auto leftTrig = GPad_GetButton(gamePadIndex, Game::GPAD_L_TRIG);
const auto rightTrig = GPad_GetButton(gamePadIndex, Game::GPAD_R_TRIG);
CL_GamepadEvent(gamePadIndex, Game::GPAD_PHYSAXIS_LSTICK_X, lx, time);
CL_GamepadEvent(gamePadIndex, Game::GPAD_PHYSAXIS_LSTICK_Y, ly, time);
CL_GamepadEvent(gamePadIndex, Game::GPAD_PHYSAXIS_RSTICK_X, rx, time);
CL_GamepadEvent(gamePadIndex, Game::GPAD_PHYSAXIS_RSTICK_Y, ry, time);
CL_GamepadEvent(gamePadIndex, Game::GPAD_PHYSAXIS_LTRIGGER, leftTrig, time);
CL_GamepadEvent(gamePadIndex, Game::GPAD_PHYSAXIS_RTRIGGER, rightTrig, time);
for (const auto& buttonMapping : Game::buttonList)
{
if(GPad_IsButtonPressed(gamePadIndex, buttonMapping.padButton))
{
CL_GamepadButtonEventForPort(
gamePadIndex,
buttonMapping.code,
Game::GPAD_BUTTON_PRESSED,
time,
buttonMapping.padButton);
}
else if(GPad_ButtonRequiresUpdates(gamePadIndex, buttonMapping.padButton))
{
CL_GamepadButtonEventForPort(
gamePadIndex,
buttonMapping.code,
Game::GPAD_BUTTON_UPDATE,
time,
buttonMapping.padButton);
}
else if(GPad_IsButtonReleased(gamePadIndex, buttonMapping.padButton))
{
CL_GamepadButtonEventForPort(
gamePadIndex,
buttonMapping.code,
Game::GPAD_BUTTON_RELEASED,
time,
buttonMapping.padButton);
}
}
}
}
gpad_present.setRaw(gpadPresent);
}
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void Gamepad::IN_Frame_Hk()
{
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// Call original method
Utils::Hook::Call<void()>(0x64C490)();
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IN_GamePadsMove();
}
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void Gamepad::InitDvars()
{
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gpad_enabled = Dvar::Register<bool>("gpad_enabled", false, Game::DVAR_FLAG_SAVED, "Game pad enabled");
gpad_debug = Dvar::Register<bool>("gpad_debug", false, 0, "Game pad debugging");
gpad_present = Dvar::Register<bool>("gpad_present", false, 0, "Game pad present");
gpad_sticksConfig = Dvar::Register<const char*>("gpad_sticksConfig", "thumbstick_default", Game::DVAR_FLAG_SAVED, "Game pad stick configuration");
gpad_buttonConfig = Dvar::Register<const char*>("gpad_buttonConfig", "buttons_default", Game::DVAR_FLAG_SAVED, "Game pad button configuration");
gpad_menu_scroll_delay_first = Dvar::Register<int>("gpad_menu_scroll_delay_first", 420, 0, 1000, Game::DVAR_FLAG_SAVED, "Menu scroll key-repeat delay, for the first repeat, in milliseconds");
gpad_menu_scroll_delay_rest = Dvar::Register<int>("gpad_menu_scroll_delay_rest", 210, 0, 1000, Game::DVAR_FLAG_SAVED,
"Menu scroll key-repeat delay, for repeats after the first, in milliseconds");
gpad_rumble = Dvar::Register<bool>("gpad_rumble", true, Game::DVAR_FLAG_SAVED, "Enable game pad rumble");
gpad_stick_pressed_hysteresis = Dvar::Register<float>("gpad_stick_pressed_hysteresis", 0.1f, 0.0f, 1.0f, 0,
"Game pad stick pressed no-change-zone around gpad_stick_pressed to prevent bouncing");
gpad_stick_pressed = Dvar::Register<float>("gpad_stick_pressed", 0.4f, 0.0, 1.0, 0, "Game pad stick pressed threshhold");
gpad_stick_deadzone_max = Dvar::Register<float>("gpad_stick_deadzone_max", 0.01f, 0.0f, 1.0f, 0, "Game pad maximum stick deadzone");
gpad_stick_deadzone_min = Dvar::Register<float>("gpad_stick_deadzone_min", 0.2f, 0.0f, 1.0f, 0, "Game pad minimum stick deadzone");
gpad_button_deadzone = Dvar::Register<float>("gpad_button_deadzone", 0.13f, 0.0f, 1.0f, 0, "Game pad button deadzone threshhold");
gpad_button_lstick_deflect_max = Dvar::Register<float>("gpad_button_lstick_deflect_max", 1.0f, 0.0f, 1.0f, 0, "Game pad maximum pad stick pressed value");
gpad_button_rstick_deflect_max = Dvar::Register<float>("gpad_button_rstick_deflect_max", 1.0f, 0.0f, 1.0f, 0, "Game pad maximum pad stick pressed value");
}
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void Gamepad::IN_Init_Hk()
{
// Call original method
Utils::Hook::Call<void()>(0x45D620)();
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InitDvars();
}
void Gamepad::CreateKeyNameMap()
{
memcpy(Game::combinedKeyNames, Game::vanillaKeyNames, sizeof(Game::keyname_t) * Game::VANILLA_KEY_NAME_COUNT);
memcpy(&Game::combinedKeyNames[Game::VANILLA_KEY_NAME_COUNT], Game::extendedKeyNames, sizeof(Game::keyname_t) * std::extent_v<decltype(Game::extendedKeyNames)>);
Game::combinedKeyNames[std::extent_v<decltype(Game::combinedKeyNames)> - 1] = { nullptr, 0 };
Utils::Hook::Set<Game::keyname_t*>(0x4A780A, Game::combinedKeyNames);
Utils::Hook::Set<Game::keyname_t*>(0x4A7810, Game::combinedKeyNames);
Utils::Hook::Set<Game::keyname_t*>(0x435C9F, Game::combinedKeyNames);
}
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Gamepad::Gamepad()
{
if (ZoneBuilder::IsEnabled())
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return;
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// use the xinput state when creating a usercmd
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//Utils::Hook(0x5A6DB9, CL_CreateCmdStub, HOOK_JUMP).install()->quick();
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// package the forward and right move components in the move buttons
Utils::Hook(0x60E38D, MSG_WriteDeltaUsercmdKeyStub, HOOK_JUMP).install()->quick();
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// send two bytes for sending movement data
Utils::Hook::Set<BYTE>(0x60E501, 16);
Utils::Hook::Set<BYTE>(0x60E5CD, 16);
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// make sure to parse the movement data properly and apply it
Utils::Hook(0x492127, MSG_ReadDeltaUsercmdKeyStub, HOOK_JUMP).install()->quick();
Utils::Hook(0x492009, MSG_ReadDeltaUsercmdKeyStub2, HOOK_JUMP).install()->quick();
CreateKeyNameMap();
if (Dedicated::IsEnabled())
return;
Utils::Hook(0x467C03, IN_Init_Hk, HOOK_CALL).install()->quick();
Utils::Hook(0x475E9E, IN_Frame_Hk, HOOK_CALL).install()->quick();
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//Utils::Hook(0x5A617D, CL_GetMouseMovementStub, HOOK_CALL).install()->quick();
//Utils::Hook(0x5A6816, CL_GetMouseMovementStub, HOOK_CALL).install()->quick();
//Utils::Hook(0x5A6829, unk_CheckKeyHook, HOOK_CALL).install()->quick();
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xpadSensitivity = Dvar::Register<float>("xpad_sensitivity", 1.9f, 0.1f, 10.0f, Game::DVAR_FLAG_SAVED, "View sensitivity for XInput-compatible gamepads");
xpadEarlyTime = Dvar::Register<int>("xpad_early_time", 130, 0, 1000, Game::DVAR_FLAG_SAVED, "Time (in milliseconds) of reduced view sensitivity");
xpadEarlyMultiplier = Dvar::Register<float>("xpad_early_multiplier", 0.25f, 0.01f, 1.0f, Game::DVAR_FLAG_SAVED,
"By how much the view sensitivity is multiplied during xpad_early_time when moving the view stick");
xpadHorizontalMultiplier = Dvar::Register<float>("xpad_horizontal_multiplier", 1.5f, 1.0f, 20.0f, Game::DVAR_FLAG_SAVED, "Horizontal view sensitivity multiplier");
xpadVerticalMultiplier = Dvar::Register<float>("xpad_vertical_multiplier", 0.8f, 1.0f, 20.0f, Game::DVAR_FLAG_SAVED, "Vertical view sensitivity multiplier");
xpadAdsMultiplier = Dvar::Register<float>("xpad_ads_multiplier", 0.7f, 0.1f, 1.0f, Game::DVAR_FLAG_SAVED, "By how much the view sensitivity is multiplied when aiming down the sights.");
}
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}