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;
float step;
if(err <= 0.0f)
if (err <= 0.0f)
step = -rate * deltaTime;
else
step = rate * deltaTime;
if(std::fabs(err) <= 0.001f)
if (std::fabs(err) <= 0.001f)
return target;
if (std::fabs(step) <= std::fabs(err))
@ -477,7 +477,7 @@ namespace Components
assert(yawAxis);
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);
@ -500,7 +500,7 @@ namespace Components
*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 absYawAxis = std::fabs(*yawAxis);
@ -586,7 +586,7 @@ namespace Components
float adjustedPitchAxis;
float adjustedYawAxis;
if(aaGlob.autoMeleeState == Game::AIM_MELEE_STATE_UPDATING)
if (aaGlob.autoMeleeState == Game::AIM_MELEE_STATE_UPDATING)
{
adjustedPitchAxis = 0.0f;
adjustedYawAxis = 0.0f;
@ -615,8 +615,8 @@ namespace Components
const auto pitchDelta = std::fabs(adjustedPitchAxis) * pitchTurnRate;
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.yawDelta = yawDelta;
@ -647,7 +647,7 @@ namespace Components
output->pitch = input->pitch;
output->yaw = input->yaw;
if(aaGlob.initialized)
if (aaGlob.initialized)
{
Game::AimAssist_UpdateTweakables(input->localClientNum);
Game::AimAssist_UpdateAdsLerp(input);
@ -704,7 +704,7 @@ namespace Components
auto right = CL_GamepadAxisValue(localClientNum, Game::GPAD_VIRTAXIS_SIDE);
auto magnitude = up * up + right * right;
if(magnitude > 1.0f)
if (magnitude > 1.0f)
{
magnitude = std::sqrt(magnitude);
up /= magnitude;
@ -714,12 +714,12 @@ namespace Components
Game::cgArray[0].selectedLocation[0] += right * 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 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
{
@ -749,7 +749,7 @@ namespace Components
// Prepare args for our function call
push esi // usercmd
push eax // localClientNum
call CG_HandleLocationSelectionInput
test al,al
@ -837,7 +837,7 @@ namespace Components
cmd->forwardmove = ClampChar(cmd->forwardmove + forwardMove);
// 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::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)
{
if(dx != 0 || dy != 0)
if (dx != 0 || dy != 0)
{
gamePads[0].inUse = false;
gpad_in_use.setRaw(false);
@ -1784,7 +1784,7 @@ namespace Components
Utils::Hook(0x43D179, CL_KeyEvent_Hk, HOOK_CALL).install()->quick();
// Mark controller as unused when mouse is moved
Utils::Hook(0x64C507, CL_MouseEvent_Hk, HOOK_CALL).install()->quick();
Utils::Hook(0x64C507, CL_MouseEvent_Hk, HOOK_CALL).install()->quick();
// Hide cursor when controller is active
Utils::Hook(0x48E527, UI_RefreshViewport_Hk, HOOK_CALL).install()->quick();