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lines changed Original file line number Diff line number Diff line change @@ -77,14 +77,14 @@ namespace RTE {
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cursorPos += GetMouseMovement () * moveScale;
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altered = true ;
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- // See if there's other analog input, only if the mouse isn't active (or the cursor will float if mouse is used!)
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+ // See if there's other analog input, only if the mouse isn't active (or the cursor will float if mouse is used!)
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} else if (GetAnalogCursor ().GetLargest () > 0.1 && !IsMouseControlled ()) {
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// See how much to accelerate the joystick input based on how long the stick has been pushed around
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float acceleration = 0.5 + MIN (m_JoyAccelTimer.GetElapsedRealTimeS (), 0.5 ) * 6 ;
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cursorPos += GetAnalogCursor () * 10 * moveScale * acceleration;
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altered = true ;
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- // Digital movement
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+ // Digital movement
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} else {
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// See how much to accelerate the keyboard input based on how long any key has been pressed
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float acceleration = 0.25 + MIN (m_KeyAccelTimer.GetElapsedRealTimeS (), 0.75 ) * 6 ;
@@ -335,7 +335,7 @@ namespace RTE {
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}
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// Translate analog aim input into sharp aim constrol state
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- if ( m_AnalogAim.GetMagnitude () > 0.1 && !m_ControlStates[PIE_MENU_ACTIVE]) { m_ControlStates[AIM_SHARP] = true ; }
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+ m_ControlStates[AIM_SHARP] = m_AnalogAim.GetMagnitude () > 0.1 && !m_ControlStates[PIE_MENU_ACTIVE];
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// Disable sharp aim while moving - this also helps with keyboard vs mouse fighting when moving and aiming in opposite directions
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if (m_ControlStates[PRESS_RIGHT] || m_ControlStates[PRESS_LEFT] || m_ControlStates[BODY_JUMPSTART] || (m_ControlStates[PIE_MENU_ACTIVE] && !m_ControlStates[SECONDARY_ACTION])) {
Original file line number Diff line number Diff line change @@ -241,7 +241,7 @@ namespace RTE {
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bool IsMouseControlled () const ;
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// / <summary>
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- // / Gets the relative movement of the mouse since last update. Only returns true if this' player is actually set up to be using the mouse.
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+ // / Gets the relative movement of the mouse since last update.
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// / </summary>
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// / <returns>The relative mouse movements, in both axes.</returns>
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const Vector & GetMouseMovement () const { return m_MouseMovement; }
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