Reformatted gamepad patch
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d4d1520f65
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ea8c35e063
@ -89,7 +89,8 @@ namespace Components
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if (gamePad.enabled)
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{
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if (std::fabs(gamePad.sticks[0]) > 0.0f || std::fabs(gamePad.sticks[1]) > 0.0f) {
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if (std::fabs(gamePad.sticks[0]) > 0.0f || std::fabs(gamePad.sticks[1]) > 0.0f)
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{
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// We check for 0:0 again so we don't overwrite keyboard input in case the user doesn't feel like using their gamepad, even though its plugged in
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cmd->rightmove = static_cast<char>(gamePad.sticks[0] * static_cast<float>(std::numeric_limits<char>().max()));
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cmd->forwardmove = static_cast<char>(gamePad.sticks[1] * static_cast<float>(std::numeric_limits<char>().max()));
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@ -99,11 +100,13 @@ namespace Components
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const bool previouslyPressingLeftTrigger = gamePad.lastAnalogs[0] > TRIGGER_THRESHOLD_F;
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if (pressingLeftTrigger != previouslyPressingLeftTrigger)
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{
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if (pressingLeftTrigger) {
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if (pressingLeftTrigger)
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{
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Command::Execute("+speed_throw");
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isADS = true;
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}
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else {
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else
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{
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Command::Execute("-speed_throw");
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isADS = false;
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}
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@ -113,10 +116,12 @@ namespace Components
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const bool previouslyPressingRightTrigger = gamePad.lastAnalogs[1] > TRIGGER_THRESHOLD_F;
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if (pressingRightTrigger != previouslyPressingRightTrigger)
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{
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if (pressingRightTrigger) {
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if (pressingRightTrigger)
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{
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Command::Execute("+attack");
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}
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else {
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else
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{
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Command::Execute("-attack");
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}
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}
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@ -128,28 +133,35 @@ namespace Components
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auto action = mapping.action;
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auto antiAction = mapping.action;
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if (mapping.isReversible) {
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if (mapping.isReversible)
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{
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action = "+" + mapping.action;
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antiAction = "-" + mapping.action;
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}
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else if (mapping.wasPressed) {
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if (gamePad.digitals & mapping.input) {
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else if (mapping.wasPressed)
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{
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if (gamePad.digitals & mapping.input)
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{
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// Button still pressed, do not send info
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}
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else {
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else
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{
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i.wasPressed = false;
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}
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continue;
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}
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if (gamePad.digitals & mapping.input) {
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if (mapping.spamWhenHeld || !i.wasPressed) {
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if (gamePad.digitals & mapping.input)
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{
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if (mapping.spamWhenHeld || !i.wasPressed)
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{
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Command::Execute(action);
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}
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i.wasPressed = true;
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}
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else if (mapping.isReversible && mapping.wasPressed) {
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else if (mapping.isReversible && mapping.wasPressed)
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{
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i.wasPressed = false;
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Command::Execute(antiAction);
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}
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@ -273,35 +285,44 @@ namespace Components
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std::chrono::milliseconds timeSinceLastNavigation = now - lastNavigationTime;
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bool canNavigate = timeSinceLastNavigation > msBetweenNavigations;
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if (gamePad.stickDown[1][GPAD_STICK_POS]) {
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if (canNavigate) {
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if (gamePad.stickDown[1][GPAD_STICK_POS])
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{
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if (canNavigate)
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{
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Game::Menu_SetPrevCursorItem(Game::uiContext, menuDef, 1);
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lastMenuNavigationDirection = GPAD_STICK_POS;
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lastNavigationTime = now;
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}
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}
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else if (gamePad.stickDown[1][GPAD_STICK_NEG]) {
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if (canNavigate) {
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else if (gamePad.stickDown[1][GPAD_STICK_NEG])
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{
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if (canNavigate)
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{
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Game::Menu_SetNextCursorItem(Game::uiContext, menuDef, 1);
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lastMenuNavigationDirection = GPAD_STICK_NEG;
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lastNavigationTime = now;
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}
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}
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else {
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else
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{
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lastMenuNavigationDirection = GPAD_STICK_DIR_COUNT;
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}
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for (auto& mapping : menuMappings)
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{
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if (mapping.wasPressed) {
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if (gamePad.digitals & mapping.input) {
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if (mapping.wasPressed)
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{
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if (gamePad.digitals & mapping.input)
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{
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// Button still pressed, do not send info
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}
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else {
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else
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{
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mapping.wasPressed = false;
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}
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}
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else if (gamePad.digitals & mapping.input) {
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else if (gamePad.digitals & mapping.input)
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{
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Game::UI_KeyEvent(0, mapping.keystroke, 1);
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mapping.wasPressed = true;
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}
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@ -316,15 +337,18 @@ namespace Components
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if (gamePad.enabled)
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{
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if (keyCode == Game::keyNum_t::K_MOUSE2) {
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if (keyCode == Game::keyNum_t::K_MOUSE2)
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{
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const bool pressingLeftTrigger = gamePad.analogs[0] > TRIGGER_THRESHOLD_F;
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const bool previouslyPressingLeftTrigger = gamePad.lastAnalogs[0] > TRIGGER_THRESHOLD_F;
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if (pressingLeftTrigger != previouslyPressingLeftTrigger)
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{
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if (pressingLeftTrigger) {
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if (pressingLeftTrigger)
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{
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return 1;
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}
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else {
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else
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{
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return 0;
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}
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}
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@ -353,13 +377,17 @@ namespace Components
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float viewStickY = gamePad.sticks[3];
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// Gamepad horizontal acceleration on view
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if (abs(viewStickX) > 0.80f) {
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if (!Gamepad::isHoldingMaxLookX) {
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if (abs(viewStickX) > 0.80f)
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{
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if (!Gamepad::isHoldingMaxLookX)
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{
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Gamepad::isHoldingMaxLookX = true;
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Gamepad::timeAtFirstHeldMaxLookX = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch());
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}
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else {
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std::chrono::milliseconds hasBeenHoldingLeftXForMs = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch()) - Gamepad::timeAtFirstHeldMaxLookX;
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else
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{
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std::chrono::milliseconds hasBeenHoldingLeftXForMs = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock::now().time_since_epoch()) -
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Gamepad::timeAtFirstHeldMaxLookX;
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#ifdef STEP_SENSITIVITY
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if (hasBeenHoldingLeftXForMs < msBeforeUnlockingSensitivity) {
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viewStickX *= lockedSensitivityMultiplier;
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@ -370,7 +398,8 @@ namespace Components
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#endif
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}
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}
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else {
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else
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{
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Gamepad::isHoldingMaxLookX = false;
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Gamepad::timeAtFirstHeldMaxLookX = 0ms;
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viewStickX *= lockedSensitivityMultiplier;
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@ -381,11 +410,13 @@ namespace Components
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auto ps = &clientActive->snap.ps;
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// DO NOT use clientActive->usingAds ! It only works for toggle ADS
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if (Game::PM_IsAdsAllowed(ps) && Gamepad::isADS) {
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if (Game::PM_IsAdsAllowed(ps) && Gamepad::isADS)
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{
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adsMultiplier = xpadAdsMultiplier.get<float>();
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}
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if (viewStickX != 0 || viewStickY != 0) {
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if (viewStickX != 0 || viewStickY != 0)
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{
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*(my) = viewStickX * viewSensitivityMultiplier * generalXSensitivityMultiplier * adsMultiplier;
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*(mx) = -viewStickY * viewSensitivityMultiplier * generalYSensitivityMultiplier * adsMultiplier;
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}
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@ -397,9 +428,11 @@ namespace Components
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{
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bool* isInPredator = reinterpret_cast<bool*>(0x8EE3B8);
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if (pressingRightTrigger) {
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if (pressingRightTrigger)
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{
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Utils::Hook::Set(0xA1C4F4, Game::LOC_SEL_INPUT_CONFIRM);
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if (*isInPredator) {
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if (*isInPredator)
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{
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// Yea, that's how we boost
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// Command::execute is sync by default so the predator event gets fired properly
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Command::Execute("+attack");
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@ -408,7 +441,6 @@ namespace Components
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}
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}
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}
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}
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// Game -> Client DLL
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@ -652,9 +684,11 @@ namespace Components
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gpad_sticksConfig = Dvar::Register<const char*>("gpad_sticksConfig", "thumbstick_default", Game::DVAR_FLAG_SAVED, "Game pad stick configuration");
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gpad_buttonConfig = Dvar::Register<const char*>("gpad_buttonConfig", "buttons_default", 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, "Menu scroll key-repeat delay, for repeats after the first, 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, "Game pad stick pressed no-change-zone around gpad_stick_pressed to prevent bouncing");
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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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"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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@ -702,7 +736,8 @@ namespace Components
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xpadSensitivity = Dvar::Register<float>("xpad_sensitivity", 1.9f, 0.1f, 10.0f, Game::DVAR_FLAG_SAVED, "View sensitivity for XInput-compatible gamepads");
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xpadEarlyTime = Dvar::Register<int>("xpad_early_time", 130, 0, 1000, Game::DVAR_FLAG_SAVED, "Time (in milliseconds) of reduced view sensitivity");
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xpadEarlyMultiplier = Dvar::Register<float>("xpad_early_multiplier", 0.25f, 0.01f, 1.0f, Game::DVAR_FLAG_SAVED, "By how much the view sensitivity is multiplied during xpad_early_time when moving the view stick");
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xpadEarlyMultiplier = Dvar::Register<float>("xpad_early_multiplier", 0.25f, 0.01f, 1.0f, Game::DVAR_FLAG_SAVED,
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"By how much the view sensitivity is multiplied during xpad_early_time when moving the view stick");
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xpadHorizontalMultiplier = Dvar::Register<float>("xpad_horizontal_multiplier", 1.5f, 1.0f, 20.0f, Game::DVAR_FLAG_SAVED, "Horizontal view sensitivity multiplier");
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xpadVerticalMultiplier = Dvar::Register<float>("xpad_vertical_multiplier", 0.8f, 1.0f, 20.0f, Game::DVAR_FLAG_SAVED, "Vertical view sensitivity multiplier");
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xpadAdsMultiplier = Dvar::Register<float>("xpad_ads_multiplier", 0.7f, 0.1f, 1.0f, Game::DVAR_FLAG_SAVED, "By how much the view sensitivity is multiplied when aiming down the sights.");
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@ -8,8 +8,8 @@ namespace Components
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static constexpr float TRIGGER_THRESHOLD_F = static_cast<float>(XINPUT_GAMEPAD_TRIGGER_THRESHOLD) / static_cast<float>(0xFF);
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public:
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Gamepad();
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enum GamePadStickDir
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{
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GPAD_STICK_POS = 0x0,
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