Gamepad Patch formatting

This commit is contained in:
Jan 2021-08-25 20:01:47 +02:00
parent 7ce7ba883b
commit e5c68247ef

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@ -346,12 +346,12 @@ namespace Components
{ {
const auto err = target - current; const auto err = target - current;
float step; float step;
if(err <= 0.0f) if (err <= 0.0f)
step = -rate * deltaTime; step = -rate * deltaTime;
else else
step = rate * deltaTime; step = rate * deltaTime;
if(std::fabs(err) <= 0.001f) if (std::fabs(err) <= 0.001f)
return target; return target;
if (std::fabs(step) <= std::fabs(err)) if (std::fabs(step) <= std::fabs(err))
@ -477,7 +477,7 @@ namespace Components
assert(yawAxis); assert(yawAxis);
const auto graphIndex = aim_input_graph_index.get<int>(); const auto graphIndex = aim_input_graph_index.get<int>();
if(aim_input_graph_enabled.get<bool>() && graphIndex >= 0 && graphIndex < Game::VANILLA_AIM_ASSIST_GRAPH_COUNT) if (aim_input_graph_enabled.get<bool>() && graphIndex >= 0 && graphIndex < Game::VANILLA_AIM_ASSIST_GRAPH_COUNT)
{ {
const auto deflection = std::sqrt(input->pitchAxis * input->pitchAxis + input->yawAxis * input->yawAxis); const auto deflection = std::sqrt(input->pitchAxis * input->pitchAxis + input->yawAxis * input->yawAxis);
@ -500,7 +500,7 @@ namespace Components
*yawAxis = input->yawAxis; *yawAxis = input->yawAxis;
} }
if(aim_scale_view_axis.get<bool>()) if (aim_scale_view_axis.get<bool>())
{ {
const auto absPitchAxis = std::fabs(*pitchAxis); const auto absPitchAxis = std::fabs(*pitchAxis);
const auto absYawAxis = std::fabs(*yawAxis); const auto absYawAxis = std::fabs(*yawAxis);
@ -586,7 +586,7 @@ namespace Components
float adjustedPitchAxis; float adjustedPitchAxis;
float adjustedYawAxis; float adjustedYawAxis;
if(aaGlob.autoMeleeState == Game::AIM_MELEE_STATE_UPDATING) if (aaGlob.autoMeleeState == Game::AIM_MELEE_STATE_UPDATING)
{ {
adjustedPitchAxis = 0.0f; adjustedPitchAxis = 0.0f;
adjustedYawAxis = 0.0f; adjustedYawAxis = 0.0f;
@ -616,7 +616,7 @@ namespace Components
const auto pitchDelta = std::fabs(adjustedPitchAxis) * pitchTurnRate; const auto pitchDelta = std::fabs(adjustedPitchAxis) * pitchTurnRate;
const auto yawDelta = std::fabs(adjustedYawAxis) * yawTurnRate; const auto yawDelta = std::fabs(adjustedYawAxis) * yawTurnRate;
if(!aim_accel_turnrate_enabled.get<bool>()) if (!aim_accel_turnrate_enabled.get<bool>())
{ {
aaGlob.pitchDelta = pitchDelta; aaGlob.pitchDelta = pitchDelta;
aaGlob.yawDelta = yawDelta; aaGlob.yawDelta = yawDelta;
@ -647,7 +647,7 @@ namespace Components
output->pitch = input->pitch; output->pitch = input->pitch;
output->yaw = input->yaw; output->yaw = input->yaw;
if(aaGlob.initialized) if (aaGlob.initialized)
{ {
Game::AimAssist_UpdateTweakables(input->localClientNum); Game::AimAssist_UpdateTweakables(input->localClientNum);
Game::AimAssist_UpdateAdsLerp(input); Game::AimAssist_UpdateAdsLerp(input);
@ -704,7 +704,7 @@ namespace Components
auto right = CL_GamepadAxisValue(localClientNum, Game::GPAD_VIRTAXIS_SIDE); auto right = CL_GamepadAxisValue(localClientNum, Game::GPAD_VIRTAXIS_SIDE);
auto magnitude = up * up + right * right; auto magnitude = up * up + right * right;
if(magnitude > 1.0f) if (magnitude > 1.0f)
{ {
magnitude = std::sqrt(magnitude); magnitude = std::sqrt(magnitude);
up /= magnitude; up /= magnitude;
@ -714,12 +714,12 @@ namespace Components
Game::cgArray[0].selectedLocation[0] += right * cg_mapLocationSelectionCursorSpeed.get<float>() * frameTime; Game::cgArray[0].selectedLocation[0] += right * cg_mapLocationSelectionCursorSpeed.get<float>() * frameTime;
Game::cgArray[0].selectedLocation[1] -= up * mapAspectRatio * cg_mapLocationSelectionCursorSpeed.get<float>() * frameTime; Game::cgArray[0].selectedLocation[1] -= up * mapAspectRatio * cg_mapLocationSelectionCursorSpeed.get<float>() * frameTime;
if(selectionRequiresAngle) if (selectionRequiresAngle)
{ {
const auto yawUp = CL_GamepadAxisValue(localClientNum, Game::GPAD_VIRTAXIS_PITCH); const auto yawUp = CL_GamepadAxisValue(localClientNum, Game::GPAD_VIRTAXIS_PITCH);
const auto yawRight = CL_GamepadAxisValue(localClientNum, Game::GPAD_VIRTAXIS_YAW); const auto yawRight = CL_GamepadAxisValue(localClientNum, Game::GPAD_VIRTAXIS_YAW);
if(std::fabs(yawUp) > 0.0f || std::fabs(yawRight) > 0.0f) if (std::fabs(yawUp) > 0.0f || std::fabs(yawRight) > 0.0f)
{ {
Game::vec2_t vec Game::vec2_t vec
{ {
@ -837,7 +837,7 @@ namespace Components
cmd->forwardmove = ClampChar(cmd->forwardmove + forwardMove); cmd->forwardmove = ClampChar(cmd->forwardmove + forwardMove);
// Check for frozen controls. Flag name should start with PMF_ // Check for frozen controls. Flag name should start with PMF_
if(CG_ShouldUpdateViewAngles(gamePadIndex) && (clientActive.snap.ps.pm_flags & 0x800) == 0) if (CG_ShouldUpdateViewAngles(gamePadIndex) && (clientActive.snap.ps.pm_flags & 0x800) == 0)
{ {
Game::AimInput aimInput{}; Game::AimInput aimInput{};
Game::AimOutput aimOutput{}; Game::AimOutput aimOutput{};
@ -1712,7 +1712,7 @@ namespace Components
int Gamepad::CL_MouseEvent_Hk(const int x, const int y, const int dx, const int dy) int Gamepad::CL_MouseEvent_Hk(const int x, const int y, const int dx, const int dy)
{ {
if(dx != 0 || dy != 0) if (dx != 0 || dy != 0)
{ {
gamePads[0].inUse = false; gamePads[0].inUse = false;
gpad_in_use.setRaw(false); gpad_in_use.setRaw(false);