More gamepad deadzone tweakage

This commit is contained in:
Zwip-Zwap Zapony 2020-03-04 21:44:57 +01:00
parent df220aa2c2
commit bce6349b1d

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@ -1044,20 +1044,17 @@ static INT32 G_BasicDeadZoneCalculation(INT32 magnitude, fixed_t deadZone)
{ {
const INT32 jdeadzone = (JOYAXISRANGE * deadZone) / FRACUNIT; const INT32 jdeadzone = (JOYAXISRANGE * deadZone) / FRACUNIT;
INT32 deadzoneAppliedValue = 0; INT32 deadzoneAppliedValue = 0;
INT32 adjustedMagnitude = abs(magnitude);
if (jdeadzone > 0 && magnitude > jdeadzone) if (jdeadzone >= JOYAXISRANGE && adjustedMagnitude >= JOYAXISRANGE) // If the deadzone and magnitude are both 100%...
return JOYAXISRANGE; // ...return 100% input directly, to avoid dividing by 0
else if (adjustedMagnitude > jdeadzone) // Otherwise, calculate how much the magnitude exceeds the deadzone
{ {
if (deadZone >= FRACUNIT) // If the deadzone value is at 100%... adjustedMagnitude = min(adjustedMagnitude, JOYAXISRANGE);
return JOYAXISRANGE; // ...return 100% input directly, to avoid dividing by 0
else
{
INT32 adjustedMagnitude = abs(magnitude);
adjustedMagnitude = min(adjustedMagnitude, JOYAXISRANGE);
adjustedMagnitude -= jdeadzone; adjustedMagnitude -= jdeadzone;
deadzoneAppliedValue = (adjustedMagnitude * JOYAXISRANGE) / (JOYAXISRANGE - jdeadzone); deadzoneAppliedValue = (adjustedMagnitude * JOYAXISRANGE) / (JOYAXISRANGE - jdeadzone);
}
} }
return deadzoneAppliedValue; return deadzoneAppliedValue;