re3/src/Pad.cpp

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2019-05-15 14:52:37 +00:00
#include "common.h"
#include "Pad.h"
CPad *CPad::Pads = (CPad*)0x6F0360;
uint16 *CPad::OldKeyState = (uint16*)0x6F1E70;
uint16 *CPad::NewKeyState = (uint16*)0x6E60D0;
uint16 *CPad::TempKeyState = (uint16*)0x774DE8;
CMouseControllerState &CPad::OldMouseControllerState = *(CMouseControllerState*)0x8472A0;
CMouseControllerState &CPad::NewMouseControllerState = *(CMouseControllerState*)0x8809F0;
CMouseControllerState &CPad::PCTempMouseControllerState = *(CMouseControllerState*)0x6F1E60;
void
CControllerState::Clear(void)
{
LeftStickX = 0;
LeftStickY = 0;
RightStickX = 0;
RightStickY = 0;
LeftShoulder1 = 0;
LeftShoulder2 = 0;
RightShoulder1 = 0;
RightShoulder2 = 0;
DPadUp = 0;
DPadDown = 0;
DPadLeft = 0;
DPadRight = 0;
Start = 0;
Select = 0;
Square = 0;
Triangle = 0;
Cross = 0;
Circle = 0;
LeftShock = 0;
RightShock = 0;
NetworkTalk = 0;
}
bool
CPad::ForceCameraBehindPlayer(void)
{
if(DisablePlayerControls)
return false;
switch(Mode){
case 0:
case 1:
return !!NewState.LeftShoulder1;
case 2:
return !!NewState.Triangle;
case 3:
return !!NewState.Circle;
}
return false;
}
bool
CPad::GetWeapon(void)
{
if(DisablePlayerControls)
return false;
switch(Mode){
case 0:
case 1:
return !!NewState.Circle;
case 2:
return !!NewState.Cross;
case 3:
return !!NewState.RightShoulder1;
}
return false;
}
bool
CPad::GetLookBehindForCar(void)
{
if(DisablePlayerControls)
return false;
return NewState.LeftShoulder2 && NewState.RightShoulder2;
}
bool
CPad::GetLookBehindForPed(void)
{
if(DisablePlayerControls)
return false;
return !!NewState.RightShock;
}
bool
CPad::GetLookLeft(void)
{
if(DisablePlayerControls)
return false;
return !!NewState.LeftShoulder2;
}
bool
CPad::GetLookRight(void)
{
if(DisablePlayerControls)
return false;
return !!NewState.RightShoulder2;
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}