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https://github.com/perfect-dark-pc-port/perfect_dark.git
synced 2026-10-24 00:02:43 +02:00
port: allow user to go back to the original crouch controls
set Game.ClassicCrouch=1
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8347900d33
commit
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4 files changed
+16
-5
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@@ -75,6 +75,7 @@ static void gameLoadConfig(void)
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g_PlayerMouseAimSpeedY = configGetFloatClamped("Game.MouseAimSpeedY", g_PlayerMouseAimSpeedY, 0.f, 10.f);
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g_PlayerFovAffectsZoom = configGetIntClamped("Game.FovAffectsZoom", g_PlayerFovAffectsZoom, 0, 1);
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g_PlayerFovZoomMultiplier = g_PlayerFovAffectsZoom ? g_PlayerDefaultFovY / 60.0f : 1.0f;
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g_PlayerClassicCrouch = configGetIntClamped("Game.ClassicCrouch", 0, 0, 1);
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g_ViShakeIntensityMult = configGetFloatClamped("Game.ScreenShakeIntensity", 1.f, 0.f, 100.f);
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const s32 center = configGetIntClamped("Game.CenterHUD", 0, 0, 1);
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if (center) {
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+13
-5
@@ -1628,12 +1628,17 @@ void bmoveProcessInput(bool allowc1x, bool allowc1y, bool allowc1buttons, bool i
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movedata.zoominfovpersec = increment;
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}
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}
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#endif
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// Handle crouch and uncrouch
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if (allowc1buttons) {
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// Handle C-button and analog crouch and uncrouch, if enabled
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if (g_PlayerClassicCrouch && allowc1buttons) {
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for (i = 0; i < numsamples; i++) {
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if (!canmanualzoom && aimonhist[i]) {
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if (joyGetButtonsPressedOnSample(i, contpad1, c1allowedbuttons & (U_CBUTTONS))) {
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bool goUp = joyGetButtonsPressedOnSample(i, contpad1, c1allowedbuttons & (U_CBUTTONS));
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#ifndef PLATFORM_N64
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goUp = goUp || ((joyGetRStickYOnSample(i, contpad1) > 30 && joyGetRStickYOnSampleIndex(i, contpad1) <= 30));
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#endif
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if (goUp) {
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if (movedata.crouchdown) {
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movedata.crouchdown--;
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} else {
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@@ -1643,7 +1648,11 @@ void bmoveProcessInput(bool allowc1x, bool allowc1y, bool allowc1buttons, bool i
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g_Vars.currentplayer->aimtaptime = -1;
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}
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if (joyGetButtonsPressedOnSample(i, contpad1, c1allowedbuttons & (D_CBUTTONS))) {
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bool goDn = joyGetButtonsPressedOnSample(i, contpad1, c1allowedbuttons & (D_CBUTTONS));
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#ifndef PLATFORM_N64
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goDn = goDn || ((joyGetRStickYOnSample(i, contpad1) < -30 && joyGetRStickYOnSampleIndex(i, contpad1) >= -30));
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#endif
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if (goDn) {
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if (movedata.crouchup) {
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movedata.crouchup--;
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} else {
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@@ -1675,7 +1684,6 @@ void bmoveProcessInput(bool allowc1x, bool allowc1y, bool allowc1buttons, bool i
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}
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}
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}
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#endif
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// Handle shutting eyes in multiplayer
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if (bmoveGetCrouchPos() == CROUCHPOS_SQUAT
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@@ -210,6 +210,7 @@ f32 g_PlayerMouseAimSpeedX = 0.75f;
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f32 g_PlayerMouseAimSpeedY = 0.75f;
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s32 g_PlayerFovAffectsZoom = 1;
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f32 g_PlayerFovZoomMultiplier = 1.0f;
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s32 g_PlayerClassicCrouch = true;
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#endif
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/**
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@@ -542,6 +542,7 @@ extern f32 g_PlayerMouseAimSpeedX;
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extern f32 g_PlayerMouseAimSpeedY;
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extern s32 g_PlayerFovAffectsZoom;
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extern f32 g_PlayerFovZoomMultiplier;
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extern s32 g_PlayerClassicCrouch;
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extern f32 g_ViShakeIntensityMult;
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extern u32 g_TexFilter2D;
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extern u32 g_HudAlignModeL;
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