#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; }