Retrieve gamepad dvars on creating dvars instead of referencing them by name
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@ -171,6 +171,7 @@ namespace Components
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Dvar::Var Gamepad::gpad_button_rstick_deflect_max;
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Dvar::Var Gamepad::gpad_button_lstick_deflect_max;
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Dvar::Var Gamepad::input_viewSensitivity;
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Dvar::Var Gamepad::input_invertPitch;
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Dvar::Var Gamepad::aim_turnrate_pitch;
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Dvar::Var Gamepad::aim_turnrate_pitch_ads;
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Dvar::Var Gamepad::aim_turnrate_yaw;
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@ -180,6 +181,7 @@ namespace Components
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Dvar::Var Gamepad::aim_input_graph_enabled;
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Dvar::Var Gamepad::aim_input_graph_index;
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Dvar::Var Gamepad::aim_scale_view_axis;
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Dvar::Var Gamepad::cl_bypassMouseInput;
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Dvar::Var Gamepad::xpadSensitivity;
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Dvar::Var Gamepad::xpadEarlyTime;
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@ -541,7 +543,7 @@ namespace Components
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return;
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auto pitch = CL_GamepadAxisValue(gamePadIndex, Game::GPAD_VIRTAXIS_PITCH);
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if (!Dvar::Var("input_invertPitch").get<bool>())
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if (!input_invertPitch.get<bool>())
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pitch *= -1;
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auto yaw = -CL_GamepadAxisValue(gamePadIndex, Game::GPAD_VIRTAXIS_YAW);
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@ -1354,6 +1356,7 @@ namespace Components
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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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input_viewSensitivity = Dvar::Register<float>("input_viewSensitivity", 1.0f, 0.0001f, 5.0f, Game::DVAR_FLAG_SAVED, "View Sensitivity");
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input_invertPitch = Dvar::Register<bool>("input_invertPitch", false, Game::DVAR_FLAG_SAVED, "Invert gamepad pitch");
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aim_turnrate_pitch = Dvar::Var("aim_turnrate_pitch");
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aim_turnrate_pitch_ads = Dvar::Var("aim_turnrate_pitch_ads");
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aim_turnrate_yaw = Dvar::Var("aim_turnrate_yaw");
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@ -1363,6 +1366,7 @@ namespace Components
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aim_input_graph_enabled = Dvar::Var("aim_input_graph_enabled");
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aim_input_graph_index = Dvar::Var("aim_input_graph_index");
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aim_scale_view_axis = Dvar::Var("aim_scale_view_axis");
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cl_bypassMouseInput = Dvar::Var("cl_bypassMouseInput");
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}
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void Gamepad::IN_Init_Hk()
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@ -1442,7 +1446,7 @@ namespace Components
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bool Gamepad::UI_RefreshViewport_Hk()
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{
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return Dvar::Var("cl_bypassMouseInput").get<bool>() || IsGamePadInUse();
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return cl_bypassMouseInput.get<bool>() || IsGamePadInUse();
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}
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void Gamepad::CreateKeyNameMap()
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@ -271,6 +271,7 @@ namespace Components
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static Dvar::Var gpad_button_rstick_deflect_max;
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static Dvar::Var gpad_button_lstick_deflect_max;
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static Dvar::Var input_viewSensitivity;
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static Dvar::Var input_invertPitch;
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static Dvar::Var aim_turnrate_pitch;
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static Dvar::Var aim_turnrate_pitch_ads;
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static Dvar::Var aim_turnrate_yaw;
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@ -280,6 +281,7 @@ namespace Components
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static Dvar::Var aim_input_graph_enabled;
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static Dvar::Var aim_input_graph_index;
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static Dvar::Var aim_scale_view_axis;
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static Dvar::Var cl_bypassMouseInput;
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static Dvar::Var xpadSensitivity;
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static Dvar::Var xpadEarlyTime;
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