Gamepad Patch formatting
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7ce7ba883b
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@ -346,12 +346,12 @@ namespace Components
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{
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const auto err = target - current;
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float step;
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if(err <= 0.0f)
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if (err <= 0.0f)
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step = -rate * deltaTime;
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else
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step = rate * deltaTime;
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if(std::fabs(err) <= 0.001f)
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if (std::fabs(err) <= 0.001f)
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return target;
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if (std::fabs(step) <= std::fabs(err))
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@ -477,7 +477,7 @@ namespace Components
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assert(yawAxis);
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const auto graphIndex = aim_input_graph_index.get<int>();
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if(aim_input_graph_enabled.get<bool>() && graphIndex >= 0 && graphIndex < Game::VANILLA_AIM_ASSIST_GRAPH_COUNT)
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if (aim_input_graph_enabled.get<bool>() && graphIndex >= 0 && graphIndex < Game::VANILLA_AIM_ASSIST_GRAPH_COUNT)
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{
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const auto deflection = std::sqrt(input->pitchAxis * input->pitchAxis + input->yawAxis * input->yawAxis);
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@ -500,7 +500,7 @@ namespace Components
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*yawAxis = input->yawAxis;
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}
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if(aim_scale_view_axis.get<bool>())
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if (aim_scale_view_axis.get<bool>())
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{
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const auto absPitchAxis = std::fabs(*pitchAxis);
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const auto absYawAxis = std::fabs(*yawAxis);
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@ -586,7 +586,7 @@ namespace Components
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float adjustedPitchAxis;
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float adjustedYawAxis;
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if(aaGlob.autoMeleeState == Game::AIM_MELEE_STATE_UPDATING)
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if (aaGlob.autoMeleeState == Game::AIM_MELEE_STATE_UPDATING)
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{
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adjustedPitchAxis = 0.0f;
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adjustedYawAxis = 0.0f;
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@ -616,7 +616,7 @@ namespace Components
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const auto pitchDelta = std::fabs(adjustedPitchAxis) * pitchTurnRate;
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const auto yawDelta = std::fabs(adjustedYawAxis) * yawTurnRate;
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if(!aim_accel_turnrate_enabled.get<bool>())
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if (!aim_accel_turnrate_enabled.get<bool>())
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{
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aaGlob.pitchDelta = pitchDelta;
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aaGlob.yawDelta = yawDelta;
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@ -647,7 +647,7 @@ namespace Components
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output->pitch = input->pitch;
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output->yaw = input->yaw;
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if(aaGlob.initialized)
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if (aaGlob.initialized)
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{
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Game::AimAssist_UpdateTweakables(input->localClientNum);
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Game::AimAssist_UpdateAdsLerp(input);
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@ -704,7 +704,7 @@ namespace Components
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auto right = CL_GamepadAxisValue(localClientNum, Game::GPAD_VIRTAXIS_SIDE);
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auto magnitude = up * up + right * right;
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if(magnitude > 1.0f)
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if (magnitude > 1.0f)
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{
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magnitude = std::sqrt(magnitude);
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up /= magnitude;
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@ -714,12 +714,12 @@ namespace Components
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Game::cgArray[0].selectedLocation[0] += right * cg_mapLocationSelectionCursorSpeed.get<float>() * frameTime;
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Game::cgArray[0].selectedLocation[1] -= up * mapAspectRatio * cg_mapLocationSelectionCursorSpeed.get<float>() * frameTime;
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if(selectionRequiresAngle)
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if (selectionRequiresAngle)
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{
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const auto yawUp = CL_GamepadAxisValue(localClientNum, Game::GPAD_VIRTAXIS_PITCH);
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const auto yawRight = CL_GamepadAxisValue(localClientNum, Game::GPAD_VIRTAXIS_YAW);
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if(std::fabs(yawUp) > 0.0f || std::fabs(yawRight) > 0.0f)
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if (std::fabs(yawUp) > 0.0f || std::fabs(yawRight) > 0.0f)
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{
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Game::vec2_t vec
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{
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@ -837,7 +837,7 @@ namespace Components
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cmd->forwardmove = ClampChar(cmd->forwardmove + forwardMove);
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// Check for frozen controls. Flag name should start with PMF_
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if(CG_ShouldUpdateViewAngles(gamePadIndex) && (clientActive.snap.ps.pm_flags & 0x800) == 0)
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if (CG_ShouldUpdateViewAngles(gamePadIndex) && (clientActive.snap.ps.pm_flags & 0x800) == 0)
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{
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Game::AimInput aimInput{};
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Game::AimOutput aimOutput{};
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@ -1712,7 +1712,7 @@ namespace Components
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int Gamepad::CL_MouseEvent_Hk(const int x, const int y, const int dx, const int dy)
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{
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if(dx != 0 || dy != 0)
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if (dx != 0 || dy != 0)
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{
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gamePads[0].inUse = false;
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gpad_in_use.setRaw(false);
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