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Turn the aim axis into a digital one, as we only use it for throwing items and the vote screen
Turn axis still has the same deadzone handling as before, meaning it gradients away from the deadzone properly.
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2 changed files with 7 additions and 2 deletions
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@ -925,9 +925,14 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
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turnleft = PlayerInputDown(ssplayer, gc_turnleft);
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joystickvector.xaxis = PlayerJoyAxis(ssplayer, AXISTURN);
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joystickvector.yaxis = PlayerJoyAxis(ssplayer, AXISAIM);
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G_HandleAxisDeadZone(forplayer, &joystickvector);
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// For kart, I've turned the aim axis into a digital axis because we only
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// use it for aiming to throw items forward/backward and the vote screen
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// This mean that the turn axis will still be gradient but up/down will be 0
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// until the stick is pushed far enough
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joystickvector.yaxis = PlayerJoyAxis(ssplayer, AXISAIM);
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if (encoremode)
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{
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turnright ^= turnleft; // swap these using three XORs
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@ -102,7 +102,6 @@ typedef enum
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AXISTURN,
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AXISMOVE,
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AXISBRAKE,
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AXISAIM,
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AXISLOOK,
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AXISDIGITAL, // axes below this use digital deadzone
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@ -110,6 +109,7 @@ typedef enum
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AXISFIRE = AXISDIGITAL,
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AXISDRIFT,
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AXISLOOKBACK,
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AXISAIM,
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} axis_input_e;
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INT32 PlayerJoyAxis(UINT8 player, axis_input_e axissel);
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