Allow the user to use their keyboard even if the gamepad is plugged in
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@ -104,8 +104,11 @@ namespace Components
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float viewStickX = abs(xiState->Gamepad.sThumbRX) > XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE ? xiState->Gamepad.sThumbRX / (float)std::numeric_limits<SHORT>().max() : .0f;
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float viewStickX = abs(xiState->Gamepad.sThumbRX) > XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE ? xiState->Gamepad.sThumbRX / (float)std::numeric_limits<SHORT>().max() : .0f;
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float viewStickY = abs(xiState->Gamepad.sThumbRY) > XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE ? xiState->Gamepad.sThumbRY / (float)std::numeric_limits<SHORT>().max() : .0f;
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float viewStickY = abs(xiState->Gamepad.sThumbRY) > XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE ? xiState->Gamepad.sThumbRY / (float)std::numeric_limits<SHORT>().max() : .0f;
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if (moveStickX != 0 || moveStickY != 0) {
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// 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
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cmd->rightmove = moveStickX * std::numeric_limits<char>().max();
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cmd->rightmove = moveStickX * std::numeric_limits<char>().max();
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cmd->forwardmove = moveStickY * std::numeric_limits<char>().max();
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cmd->forwardmove = moveStickY * std::numeric_limits<char>().max();
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}
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// Gamepad horizontal acceleration on view
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// Gamepad horizontal acceleration on view
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if (abs(viewStickX) > 0.9f) {
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if (abs(viewStickX) > 0.9f) {
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