Fix gamepad release compiling

This commit is contained in:
Jan 2021-08-24 18:09:06 +02:00
parent e2552f1aeb
commit ff86a19cc3

View File

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