Revert "Project modernization (#630)"
This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
This commit is contained in:
@@ -84,7 +84,7 @@ void Input::tick(LocalPlayer *player)
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}
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// 4J: In flying mode, don't actually toggle sneaking (unless we're riding in which case we need to sneak to dismount)
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if(!player->abilities.flying || player->riding != nullptr)
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if(!player->abilities.flying || player->riding != NULL)
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{
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if((player->ullButtonsPressed&(1LL<<MINECRAFT_ACTION_SNEAK_TOGGLE)) && pMinecraft->localgameModes[iPad]->isInputAllowed(MINECRAFT_ACTION_SNEAK_TOGGLE))
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{
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@@ -137,9 +137,9 @@ void Input::tick(LocalPlayer *player)
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float ty = 0.0f;
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if( pMinecraft->localgameModes[iPad]->isInputAllowed(MINECRAFT_ACTION_LOOK_LEFT) || pMinecraft->localgameModes[iPad]->isInputAllowed(MINECRAFT_ACTION_LOOK_RIGHT) )
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tx = InputManager.GetJoypadStick_RX(iPad)*(static_cast<float>(app.GetGameSettings(iPad, eGameSetting_Sensitivity_InGame))/100.0f); // apply sensitivity to look
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tx = InputManager.GetJoypadStick_RX(iPad)*(((float)app.GetGameSettings(iPad,eGameSetting_Sensitivity_InGame))/100.0f); // apply sensitivity to look
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if( pMinecraft->localgameModes[iPad]->isInputAllowed(MINECRAFT_ACTION_LOOK_UP) || pMinecraft->localgameModes[iPad]->isInputAllowed(MINECRAFT_ACTION_LOOK_DOWN) )
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ty = InputManager.GetJoypadStick_RY(iPad)*(static_cast<float>(app.GetGameSettings(iPad, eGameSetting_Sensitivity_InGame))/100.0f); // apply sensitivity to look
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ty = InputManager.GetJoypadStick_RY(iPad)*(((float)app.GetGameSettings(iPad,eGameSetting_Sensitivity_InGame))/100.0f); // apply sensitivity to look
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#ifndef _CONTENT_PACKAGE
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if (app.GetFreezePlayers()) tx = ty = 0.0f;
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@@ -166,7 +166,7 @@ void Input::tick(LocalPlayer *player)
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#ifdef _WINDOWS64
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if (iPad == 0 && g_KBMInput.IsMouseGrabbed() && g_KBMInput.IsKBMActive())
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{
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float mouseSensitivity = static_cast<float>(app.GetGameSettings(iPad, eGameSetting_Sensitivity_InGame)) / 100.0f;
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float mouseSensitivity = ((float)app.GetGameSettings(iPad,eGameSetting_Sensitivity_InGame)) / 100.0f;
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float mouseLookScale = 5.0f;
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float mx = g_KBMInput.GetLookX(mouseSensitivity * mouseLookScale);
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float my = g_KBMInput.GetLookY(mouseSensitivity * mouseLookScale);
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