Some minor style changes
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@ -929,7 +929,7 @@ namespace Components
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push eax
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push edi
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call Gamepad_ShouldUse
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add esp,8
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add esp, 8h
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mov [esp + 0x20], eax
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popad
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pop eax
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@ -1710,30 +1710,30 @@ namespace Components
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void Gamepad::InitDvars()
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{
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gpad_enabled = Dvar::Register<bool>("gpad_enabled", false, Game::DVAR_FLAG_SAVED, "Game pad enabled");
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gpad_debug = Dvar::Register<bool>("gpad_debug", false, 0, "Game pad debugging");
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gpad_present = Dvar::Register<bool>("gpad_present", false, 0, "Game pad present");
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gpad_in_use = Dvar::Register<bool>("gpad_in_use", false, 0, "A game pad is in use");
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gpad_debug = Dvar::Register<bool>("gpad_debug", false, Game::DVAR_FLAG_NONE, "Game pad debugging");
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gpad_present = Dvar::Register<bool>("gpad_present", false, Game::DVAR_FLAG_NONE, "Game pad present");
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gpad_in_use = Dvar::Register<bool>("gpad_in_use", false, Game::DVAR_FLAG_NONE, "A game pad is in use");
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gpad_sticksConfig = Dvar::Register<const char*>("gpad_sticksConfig", "", Game::DVAR_FLAG_SAVED, "Game pad stick configuration");
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gpad_buttonConfig = Dvar::Register<const char*>("gpad_buttonConfig", "", Game::DVAR_FLAG_SAVED, "Game pad button configuration");
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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");
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gpad_menu_scroll_delay_rest = Dvar::Register<int>("gpad_menu_scroll_delay_rest", 210, 0, 1000, Game::DVAR_FLAG_SAVED,
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"Menu scroll key-repeat delay, for repeats after the first, in milliseconds");
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gpad_rumble = Dvar::Register<bool>("gpad_rumble", true, Game::DVAR_FLAG_SAVED, "Enable game pad rumble");
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gpad_stick_pressed_hysteresis = Dvar::Register<float>("gpad_stick_pressed_hysteresis", 0.1f, 0.0f, 1.0f, 0,
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gpad_stick_pressed_hysteresis = Dvar::Register<float>("gpad_stick_pressed_hysteresis", 0.1f, 0.0f, 1.0f, Game::DVAR_FLAG_NONE,
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"Game pad stick pressed no-change-zone around gpad_stick_pressed to prevent bouncing");
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gpad_stick_pressed = Dvar::Register<float>("gpad_stick_pressed", 0.4f, 0.0, 1.0, 0, "Game pad stick pressed threshhold");
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gpad_stick_deadzone_max = Dvar::Register<float>("gpad_stick_deadzone_max", 0.01f, 0.0f, 1.0f, 0, "Game pad maximum stick deadzone");
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gpad_stick_deadzone_min = Dvar::Register<float>("gpad_stick_deadzone_min", 0.2f, 0.0f, 1.0f, 0, "Game pad minimum stick deadzone");
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gpad_button_deadzone = Dvar::Register<float>("gpad_button_deadzone", 0.13f, 0.0f, 1.0f, 0, "Game pad button deadzone threshhold");
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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");
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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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gpad_use_hold_time = Dvar::Register<int>("gpad_use_hold_time", 250, 0, INT32_MAX, 0, "Time to hold the 'use' button on gamepads to activate use");
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gpad_stick_pressed = Dvar::Register<float>("gpad_stick_pressed", 0.4f, 0.0, 1.0, Game::DVAR_FLAG_NONE, "Game pad stick pressed threshhold");
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gpad_stick_deadzone_max = Dvar::Register<float>("gpad_stick_deadzone_max", 0.01f, 0.0f, 1.0f, Game::DVAR_FLAG_NONE, "Game pad maximum stick deadzone");
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gpad_stick_deadzone_min = Dvar::Register<float>("gpad_stick_deadzone_min", 0.2f, 0.0f, 1.0f, Game::DVAR_FLAG_NONE, "Game pad minimum stick deadzone");
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gpad_button_deadzone = Dvar::Register<float>("gpad_button_deadzone", 0.13f, 0.0f, 1.0f, Game::DVAR_FLAG_NONE, "Game pad button deadzone threshhold");
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gpad_button_lstick_deflect_max = Dvar::Register<float>("gpad_button_lstick_deflect_max", 1.0f, 0.0f, 1.0f, Game::DVAR_FLAG_NONE, "Game pad maximum pad stick pressed value");
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gpad_button_rstick_deflect_max = Dvar::Register<float>("gpad_button_rstick_deflect_max", 1.0f, 0.0f, 1.0f, Game::DVAR_FLAG_NONE, "Game pad maximum pad stick pressed value");
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gpad_use_hold_time = Dvar::Register<int>("gpad_use_hold_time", 250, 0, INT32_MAX, Game::DVAR_FLAG_NONE, "Time to hold the 'use' button on gamepads to activate use");
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gpad_lockon_enabled = Dvar::Register<bool>("gpad_lockon_enabled", true, Game::DVAR_FLAG_SAVED, "Game pad lockon aim assist enabled");
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gpad_slowdown_enabled = Dvar::Register<bool>("gpad_slowdown_enabled", true, Game::DVAR_FLAG_SAVED, "Game pad slowdown aim assist enabled");
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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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sv_allowAimAssist = Dvar::Register<bool>("sv_allowAimAssist", true, 0, "Controls whether aim assist features on clients are enabled");
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sv_allowAimAssist = Dvar::Register<bool>("sv_allowAimAssist", true, Game::DVAR_FLAG_NONE, "Controls whether aim assist features on clients are enabled");
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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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@ -739,9 +739,11 @@ namespace Game
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float Vec3Normalize(vec3_t& vec)
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{
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const float length = static_cast<float>(std::sqrt(std::pow(vec[0], 2) + std::pow(vec[1], 2) + std::pow(vec[2], 2)));
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vec[0] /= length;
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vec[1] /= length;
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vec[2] /= length;
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return length;
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}
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@ -501,10 +501,10 @@ namespace Game
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typedef void(__cdecl * MSG_WriteLong_t)(msg_t *msg, int c);
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extern MSG_WriteLong_t MSG_WriteLong;
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typedef void(*MSG_WriteShort_t)(msg_t* msg, short s);
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typedef void(__cdecl * MSG_WriteShort_t)(msg_t* msg, short s);
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extern MSG_WriteShort_t MSG_WriteShort;
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typedef void(*MSG_WriteString_t)(msg_t* msg, const char *str);
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typedef void(__cdecl * MSG_WriteString_t)(msg_t* msg, const char *str);
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extern MSG_WriteString_t MSG_WriteString;
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typedef int(__cdecl * MSG_WriteBitsCompress_t)(bool trainHuffman, const char *from, char *to, int size);
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