Fix gamepad release compiling
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@ -490,6 +490,8 @@ namespace Components
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void Gamepad::CL_RemoteControlMove_GamePad(const int localClientNum, Game::usercmd_s* cmd)
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void Gamepad::CL_RemoteControlMove_GamePad(const int localClientNum, Game::usercmd_s* cmd)
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{
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{
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// Buttons are already handled by keyboard input handler
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const auto up = CL_GamepadAxisValue(localClientNum, Game::GPAD_VIRTAXIS_FORWARD);
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const auto up = CL_GamepadAxisValue(localClientNum, Game::GPAD_VIRTAXIS_FORWARD);
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const auto right = CL_GamepadAxisValue(localClientNum, Game::GPAD_VIRTAXIS_SIDE);
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const auto right = CL_GamepadAxisValue(localClientNum, Game::GPAD_VIRTAXIS_SIDE);
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const auto sensitivity = input_viewSensitivity.get<float>();
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const auto sensitivity = input_viewSensitivity.get<float>();
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@ -518,8 +520,10 @@ namespace Components
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}
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}
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}
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}
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bool Gamepad::CG_HandleLocationSelectionInput_GamePad(const int localClientNum, Game::usercmd_s* cmd)
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bool Gamepad::CG_HandleLocationSelectionInput_GamePad(const int localClientNum, Game::usercmd_s* /*cmd*/)
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{
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{
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// Buttons are already handled by keyboard input handler
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const auto frameTime = static_cast<float>(Game::cgArray[0].frametime) * 0.001f;
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const auto frameTime = static_cast<float>(Game::cgArray[0].frametime) * 0.001f;
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const auto mapAspectRatio = Game::cgArray[0].compassMapWorldSize[0] / Game::cgArray[0].compassMapWorldSize[1];
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const auto mapAspectRatio = Game::cgArray[0].compassMapWorldSize[0] / Game::cgArray[0].compassMapWorldSize[1];
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const auto selectionRequiresAngle = (Game::cgArray[0].predictedPlayerState.locationSelectionInfo & 0x80) != 0;
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const auto selectionRequiresAngle = (Game::cgArray[0].predictedPlayerState.locationSelectionInfo & 0x80) != 0;
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