Harry Tuttle's fixes to fishing controls: invert fishing rod y and fishing stick y axis values so setting a negative axis is not necessary. Also changed reel to an analog input (similar to a pedal), whose neutral position is 0.

This commit is contained in:
Bart Trzynadlowski 2017-04-07 04:42:04 +00:00
parent 4ca7d5ef0e
commit 006260be47
3 changed files with 15 additions and 20 deletions

View file

@ -218,8 +218,6 @@ InputFishingRodLeft = "KEY_LEFT"
InputFishingRodRight = "KEY_RIGHT"
InputFishingRodUp = "KEY_UP"
InputFishingRodDown = "KEY_DOWN"
InputFishingReelFaster = "KEY_Q"
InputFishingReelSlower = "KEY_E"
InputFishingStickLeft = "KEY_A"
InputFishingStickRight = "KEY_D"
InputFishingStickUp = "KEY_W"
@ -228,6 +226,6 @@ InputFishingRodX = "JOY1_XAXIS"
InputFishingRodY = "JOY1_YAXIS"
InputFishingStickX = "JOY1_RXAXIS"
InputFishingStickY = "JOY1_RYAXIS"
InputFishingReel = "JOY1_ZAXIS"
InputFishingReel = "KEY_SPACE,JOY1_ZAXIS_POS"
InputFishingCast = "KEY_Z,JOY1_BUTTON1"
InputFishingSelect = "KEY_X,JOY1_BUTTON2"

View file

@ -28,7 +28,6 @@
#include "Supermodel.h"
#include "Game.h"
#include <stdarg.h>
#include <vector>
#include <string>
@ -49,10 +48,10 @@ CInputs::CInputs(CInputSystem *system)
uiSaveState = AddSwitchInput("UISaveState", "Save State", Game::INPUT_UI, "KEY_F5");
uiChangeSlot = AddSwitchInput("UIChangeSlot", "Change Save Slot", Game::INPUT_UI, "KEY_F6");
uiLoadState = AddSwitchInput("UILoadState", "Load State", Game::INPUT_UI, "KEY_F7");
uiMusicVolUp = AddSwitchInput("UIMusicVolUp", "Increase Music Volume", Game::INPUT_UI, "KEY_F10");
uiMusicVolDown = AddSwitchInput("UIMusicVolDown", "Decrease Music Volume", Game::INPUT_UI, "KEY_F9");
uiSoundVolUp = AddSwitchInput("UISoundVolUp", "Increase Sound Volume", Game::INPUT_UI, "KEY_F12");
uiSoundVolDown = AddSwitchInput("UISoundVolDown", "Decrease Sound Volume", Game::INPUT_UI, "KEY_F11");
uiMusicVolUp = AddSwitchInput("UIMusicVolUp", "Increase Music Volume", Game::INPUT_UI, "KEY_F10");
uiMusicVolDown = AddSwitchInput("UIMusicVolDown", "Decrease Music Volume", Game::INPUT_UI, "KEY_F9");
uiSoundVolUp = AddSwitchInput("UISoundVolUp", "Increase Sound Volume", Game::INPUT_UI, "KEY_F12");
uiSoundVolDown = AddSwitchInput("UISoundVolDown", "Decrease Sound Volume", Game::INPUT_UI, "KEY_F11");
uiClearNVRAM = AddSwitchInput("UIClearNVRAM", "Clear NVRAM", Game::INPUT_UI, "KEY_ALT+KEY_N");
uiSelectCrosshairs = AddSwitchInput("UISelectCrosshairs", "Select Crosshairs", Game::INPUT_UI, "KEY_ALT+KEY_I");
uiToggleFrLimit = AddSwitchInput("UIToggleFrameLimit", "Toggle Frame Limiting", Game::INPUT_UI, "KEY_ALT+KEY_T");
@ -150,14 +149,14 @@ CInputs::CInputs(CInputSystem *system)
twinJoyStrafeRight = AddSwitchInput("TwinJoyStrafeRight", "Macro Strafe Right", Game::INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyJump = AddSwitchInput("TwinJoyJump", "Macro Jump", Game::INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyCrouch = AddSwitchInput("TwinJoyCrouch", "Macro Crouch", Game::INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyLeft1 = AddSwitchInput("TwinJoyLeft1", "Left Joystick Left", Game::INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyLeft2 = AddSwitchInput("TwinJoyLeft2", "Right Joystick Left", Game::INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyRight1 = AddSwitchInput("TwinJoyRight1", "Left Joystick Right", Game::INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyRight2 = AddSwitchInput("TwinJoyRight2", "Right Joystick Right", Game::INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyLeft1 = AddSwitchInput("TwinJoyLeft1", "Left Joystick Left", Game::INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyLeft2 = AddSwitchInput("TwinJoyLeft2", "Right Joystick Left", Game::INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyRight1 = AddSwitchInput("TwinJoyRight1", "Left Joystick Right", Game::INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyRight2 = AddSwitchInput("TwinJoyRight2", "Right Joystick Right", Game::INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyUp1 = AddSwitchInput("TwinJoyUp1", "Left Joystick Up", Game::INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyUp2 = AddSwitchInput("TwinJoyUp2", "Right Joystick Up", Game::INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyDown1 = AddSwitchInput("TwinJoyDown1", "Left Joystick Down", Game::INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyDown2 = AddSwitchInput("TwinJoyDown2", "Right Joystick Down", Game::INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyDown1 = AddSwitchInput("TwinJoyDown1", "Left Joystick Down", Game::INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyDown2 = AddSwitchInput("TwinJoyDown2", "Right Joystick Down", Game::INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyShot1 = AddSwitchInput("TwinJoyShot1", "Left Shot Trigger", Game::INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyShot2 = AddSwitchInput("TwinJoyShot2", "Right Shot Trigger", Game::INPUT_TWIN_JOYSTICKS, "NONE");
twinJoyTurbo1 = AddSwitchInput("TwinJoyTurbo1", "Left Turbo", Game::INPUT_TWIN_JOYSTICKS, "NONE");
@ -256,18 +255,16 @@ CInputs::CInputs(CInputSystem *system)
CAnalogInput *fishingRodRight = AddAnalogInput("FishingRodRight", "Rod Right", Game::INPUT_FISHING, "NONE");
CAnalogInput *fishingRodUp = AddAnalogInput("FishingRodUp", "Rod Up", Game::INPUT_FISHING, "NONE");
CAnalogInput *fishingRodDown = AddAnalogInput("FishingRodDown", "Rod Down", Game::INPUT_FISHING, "NONE");
CAnalogInput *fishingReelFaster = AddAnalogInput("FishingReelFaster", "Reel Faster", Game::INPUT_FISHING, "NONE");
CAnalogInput *fishingReelSlower = AddAnalogInput("FishingReelSlower", "Reel Slower", Game::INPUT_FISHING, "NONE");
CAnalogInput *fishingStickLeft = AddAnalogInput("FishingStickLeft", "Stick Left", Game::INPUT_FISHING, "NONE");
CAnalogInput *fishingStickRight = AddAnalogInput("FishingStickRight", "Stick Right", Game::INPUT_FISHING, "NONE");
CAnalogInput *fishingStickUp = AddAnalogInput("FishingStickUp", "Stick Up", Game::INPUT_FISHING, "NONE");
CAnalogInput *fishingStickDown = AddAnalogInput("FishingStickDown", "Stick Down", Game::INPUT_FISHING, "NONE");
fishingRodX = AddAxisInput( "FishingRodX", "Rod X-Axis", Game::INPUT_FISHING, "NONE", fishingRodLeft, fishingRodRight, 0, 0x80, 0xFF);
fishingRodY = AddAxisInput( "FishingRodY", "Rod Y-Axis", Game::INPUT_FISHING, "NONE", fishingRodUp, fishingRodDown, 0xFF, 0x80, 0);
fishingReel = AddAxisInput( "FishingReel", "Reel Speed", Game::INPUT_FISHING, "NONE", fishingReelSlower, fishingReelFaster, 0, 0x80, 0xFF);
fishingRodY = AddAxisInput( "FishingRodY", "Rod Y-Axis", Game::INPUT_FISHING, "NONE", fishingRodUp, fishingRodDown, 0, 0x80, 0xFF);
fishingReel = AddAnalogInput( "FishingReel", "Reel Speed", Game::INPUT_FISHING, "NONE");
fishingStickX = AddAxisInput( "FishingStickX", "Stick X-Axis", Game::INPUT_FISHING, "NONE", fishingStickLeft, fishingStickRight, 0, 0x80, 0xFF);
fishingStickY = AddAxisInput( "FishingStickY", "Stick Y-Axis", Game::INPUT_FISHING, "NONE", fishingStickUp, fishingStickDown, 0xFF, 0x80, 0);
fishingStickY = AddAxisInput( "FishingStickY", "Stick Y-Axis", Game::INPUT_FISHING, "NONE", fishingStickUp, fishingStickDown, 0, 0x80, 0xFF);
fishingCast = AddSwitchInput( "FishingCast", "Cast", Game::INPUT_FISHING, "NONE");
fishingSelect = AddSwitchInput( "FishingSelect", "Select", Game::INPUT_FISHING, "NONE");
}

View file

@ -224,7 +224,7 @@ public:
// Sega Bass Fishing controls
CAxisInput *fishingRodX;
CAxisInput *fishingRodY;
CAxisInput *fishingReel;
CAnalogInput *fishingReel;
CAxisInput *fishingStickX;
CAxisInput *fishingStickY;
CSwitchInput *fishingCast;