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lines changed Original file line number Diff line number Diff line change @@ -1055,7 +1055,7 @@ void GameActivity::UpdateEditing() {
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DisableAIs (false );
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InitAIs ();
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// Reset the mouse value and pathfinding so it'll know about the newly placed stuff
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- g_UInputMan.SetMouseValueMagnitude (0 , g_UInputMan. MouseUsedByPlayer () );
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+ g_UInputMan.SetMouseValueMagnitude (0 );
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g_SceneMan.GetScene ()->ResetPathFinding ();
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// Start the in-game track
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// g_AudioMan.ClearMusicQueue();
@@ -1235,7 +1235,7 @@ void GameActivity::Update() {
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if (m_PlayerController[player].IsState (PRESS_SECONDARY)) {
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// Reset the mouse so the actor doesn't change aim because mouse has been moved
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if (m_PlayerController[player].IsMouseControlled ()) {
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- g_UInputMan.SetMouseValueMagnitude (0 , player );
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+ g_UInputMan.SetMouseValueMagnitude (0 );
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}
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m_ViewState[player] = ViewState::Normal;
@@ -1254,7 +1254,7 @@ void GameActivity::Update() {
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else if (m_PlayerController[player].IsState (ACTOR_NEXT) || m_PlayerController[player].IsState (ACTOR_PREV) || m_PlayerController[player].IsState (PRESS_FACEBUTTON) || m_PlayerController[player].IsState (PRESS_PRIMARY)) {
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// Reset the mouse so the actor doesn't change aim because mouse has been moved
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if (m_PlayerController[player].IsMouseControlled ()) {
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- g_UInputMan.SetMouseValueMagnitude (0 , player );
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+ g_UInputMan.SetMouseValueMagnitude (0 );
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}
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if (pMarkedActor) {
Original file line number Diff line number Diff line change @@ -314,7 +314,7 @@ int ActivityMan::StartActivity(Activity* activity) {
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g_FrameMan.ClearScreenText ();
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// Reset the mouse input to the center
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- g_UInputMan.SetMouseValueMagnitude (0 , g_UInputMan. MouseUsedByPlayer () );
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+ g_UInputMan.SetMouseValueMagnitude (0 . 05F );
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g_AudioMan.PauseIngameSounds (false );
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Original file line number Diff line number Diff line change @@ -324,17 +324,15 @@ Vector UInputMan::GetMouseMovement(int whichPlayer) const {
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void UInputMan::SetMouseValueMagnitude (float magCap, int whichPlayer) {
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if (IsInMultiplayerMode () && whichPlayer >= Players::PlayerOne && whichPlayer < Players::MaxPlayerCount) {
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m_NetworkAnalogMoveData[whichPlayer].CapMagnitude (m_MouseTrapRadius * magCap);
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- } else if (whichPlayer != Players::NoPlayer && m_ControlScheme.at (whichPlayer).GetDevice () == InputDevice::DEVICE_MOUSE_KEYB) {
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- m_AnalogMouseData.SetMagnitude (m_MouseTrapRadius * magCap);
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}
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+ m_AnalogMouseData.SetMagnitude (m_MouseTrapRadius * magCap);
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}
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void UInputMan::SetMouseValueAngle (float angle, int whichPlayer) {
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if (IsInMultiplayerMode () && whichPlayer >= Players::PlayerOne && whichPlayer < Players::MaxPlayerCount) {
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m_NetworkAnalogMoveData[whichPlayer].SetAbsRadAngle (angle);
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- } else if (whichPlayer != Players::NoPlayer && m_ControlScheme.at (whichPlayer).GetDevice () == InputDevice::DEVICE_MOUSE_KEYB) {
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- m_AnalogMouseData.SetAbsRadAngle (angle);
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}
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+ m_AnalogMouseData.SetAbsRadAngle (angle);
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}
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void UInputMan::SetMousePos (const Vector& newPos, int whichPlayer) const {
Original file line number Diff line number Diff line change @@ -419,7 +419,7 @@ void Controller::UpdatePlayerAnalogInput() {
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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[ControlState::BODY_JUMP] && !pieMenuActive) {
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if (IsMouseControlled ()) {
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- g_UInputMan.SetMouseValueMagnitude (0 .3F , m_Player );
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+ g_UInputMan.SetMouseValueMagnitude (0 .3F );
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}
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m_ControlStates[ControlState::AIM_SHARP] = false ;
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}
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