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authoriwubcode <iwubcode@users.noreply.github.com>2017-11-26 12:33:48 -0600
committeriwubcode <iwubcode@users.noreply.github.com>2018-07-07 00:49:47 -0500
commit9f9afeb63e912dd71e3e58338c7b4f3c03b3d6bc (patch)
treeb5d60b20dd8d557f71a0c3811e9a48e8dd7ec057 /Source/Core/InputCommon/ControllerEmu/ControlGroup
parent3d1a7737d86f4ecdf0131f5b84198f288800da3b (diff)
Wiimote Emulation: Be able to trigger swings consistently by holding down buttons. This makes certain actions easier (tested with Red Steel)
Diffstat (limited to 'Source/Core/InputCommon/ControllerEmu/ControlGroup')
-rw-r--r--Source/Core/InputCommon/ControllerEmu/ControlGroup/Force.cpp5
1 files changed, 1 insertions, 4 deletions
diff --git a/Source/Core/InputCommon/ControllerEmu/ControlGroup/Force.cpp b/Source/Core/InputCommon/ControllerEmu/ControlGroup/Force.cpp
index 46dbd63c49..0c27e30298 100644
--- a/Source/Core/InputCommon/ControllerEmu/ControlGroup/Force.cpp
+++ b/Source/Core/InputCommon/ControllerEmu/ControlGroup/Force.cpp
@@ -40,10 +40,7 @@ void Force::GetState(ControlState* axis)
controls[i + 1]->control_ref->State() - controls[i]->control_ref->State();
if (fabs(state) > deadzone)
tmpf = ((state - (deadzone * sign(state))) / (1 - deadzone));
-
- ControlState& ax = m_swing[i >> 1];
- *axis++ = (tmpf - ax);
- ax = tmpf;
+ *axis++ = tmpf;
}
}
} // namespace ControllerEmu