/* =========== ControllerMove =========== */ void CInput::ControllerMove( float frametime, CUserCmd *cmd ) { if ( IsPC() ) { if ( !m_fCameraInterceptingMouse && m_fMouseActive ) { MouseMove( cmd); } } // birdpoop: let's do some xinput stuff ourself. cmd->ltrigger = 0.f; cmd->rtrigger = 0.f; // Maybe do something better in the future but for demo purposes we'll always have a controller attached // so it's safe to assume some things we wouldn't normally assume. XINPUT_STATE controllerstate; ZeroMemory( &controllerstate, sizeof(XINPUT_STATE) ); if (ERROR_SUCCESS == XInputGetState( 0, &controllerstate ) ) { // Trigger input is 8bit int, let's make it 0 - 1 cmd->ltrigger = (float)controllerstate.Gamepad.bLeftTrigger / 255; cmd->rtrigger = (float)controllerstate.Gamepad.bRightTrigger / 255; } JoyStickMove( frametime, cmd); // NVNT if we have a haptic device.. if(haptics && haptics->HasDevice()) { if(engine->IsPaused() || engine->IsLevelMainMenuBackground() || vgui::surface()->IsCursorVisible() || !engine->IsInGame()) { // NVNT send a menu process to the haptics system. haptics->MenuProcess(); return; } #ifdef CSTRIKE_DLL // NVNT cstrike fov grabing. C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); if(player){ haptics->UpdatePlayerFOV(player->GetFOV()); } #endif // NVNT calculate move with the navigation on the haptics system. haptics->CalculateMove(cmd->forwardmove, cmd->sidemove, frametime); // NVNT send a game process to the haptics system. haptics->GameProcess(); #if defined( WIN32 ) && !defined( _X360 ) // NVNT update our avatar effect. UpdateAvatarEffect(); #endif } }
/* =========== ControllerMove =========== */ void CInput::ControllerMove( float frametime, CUserCmd *cmd ) { if ( IsPC() ) { if ( !m_fCameraInterceptingMouse && m_fMouseActive ) { MouseMove( cmd); } } JoyStickMove( frametime, cmd); }
/* =========== ControllerMove =========== */ void CInput::ControllerMove( float frametime, CUserCmd *cmd ) { if ( IsPC() ) { if ( !m_fCameraInterceptingMouse && m_fMouseActive ) { MouseMove( cmd); } } JoyStickMove( frametime, cmd); #ifdef C17_HAPTICS cliHaptics->HapticsMove ( frametime, cmd); // Haptics addition #endif }
/* =========== ControllerMove =========== */ void CInput::ControllerMove( float frametime, CUserCmd *cmd ) { if ( IsPC() ) { if ( !m_fCameraInterceptingMouse && m_fMouseActive ) { MouseMove( cmd); } } JoyStickMove( frametime, cmd); #ifdef C17_HAPTICS cliHaptics->HapticsMove(frametime, cmd); // Haptics addition #endif // NVNT if we have a haptic device.. if(haptics && haptics->HasDevice()) { if(engine->IsPaused() || engine->IsLevelMainMenuBackground() || vgui::surface()->IsCursorVisible() || !engine->IsInGame()) { // NVNT send a menu process to the haptics system. haptics->MenuProcess(); return; } #ifdef CSTRIKE_DLL // NVNT cstrike fov grabing. C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); if(player){ haptics->UpdatePlayerFOV(player->GetFOV()); } #endif // NVNT calculate move with the navigation on the haptics system. haptics->CalculateMove(cmd->forwardmove, cmd->sidemove, frametime); // NVNT send a game process to the haptics system. haptics->GameProcess(); #if defined( WIN32 ) && !defined( _X360 ) // NVNT update our avatar effect. UpdateAvatarEffect(); #endif } }