diff options
Diffstat (limited to 'src/game/client/entity/player_look.cc')
| -rw-r--r-- | src/game/client/entity/player_look.cc | 24 |
1 files changed, 12 insertions, 12 deletions
diff --git a/src/game/client/entity/player_look.cc b/src/game/client/entity/player_look.cc index 0752e78..ad0f40e 100644 --- a/src/game/client/entity/player_look.cc +++ b/src/game/client/entity/player_look.cc @@ -51,7 +51,7 @@ static glm::fvec2 last_cursor; static void add_angles(float pitch, float yaw) { if(session::is_ingame()) { - auto& head = globals::dimension->entities.get<entity::Head>(globals::player); + auto& head = globals::dimension->entities.get<Head>(globals::player); head.angles[0] += pitch; head.angles[1] += yaw; @@ -62,13 +62,13 @@ static void add_angles(float pitch, float yaw) // Re-assigning the previous state after the current // state has been already modified is certainly a way // to circumvent the interpolation applied to anything with a head - globals::dimension->entities.emplace_or_replace<entity::client::HeadPrev>(globals::player, head); + globals::dimension->entities.emplace_or_replace<client::HeadPrev>(globals::player, head); } } -static void on_glfw_cursor_pos(const io::GlfwCursorPosEvent& event) +static void on_glfw_cursor_pos(const GlfwCursorPosEvent& event) { - if(io::gamepad::available && io::gamepad::active.get_value()) { + if(gamepad::available && gamepad::active.get_value()) { // The player is assumed to be using // a gamepad instead of mouse and keyboard last_cursor = event.pos; @@ -88,14 +88,14 @@ static void on_glfw_cursor_pos(const io::GlfwCursorPosEvent& event) last_cursor = event.pos; } -static void on_gamepad_button(const io::GamepadButtonEvent& event) +static void on_gamepad_button(const GamepadButtonEvent& event) { if(button_fastlook.equals(event.button)) { fastlook_enabled = event.action == GLFW_PRESS; } } -void entity::player_look::init(void) +void player_look::init(void) { globals::client_config.add_value("player_look.mouse.raw_input", mouse_raw_input); globals::client_config.add_value("player_look.mouse.sensitivity", mouse_sensitivity); @@ -121,15 +121,15 @@ void entity::player_look::init(void) last_cursor.x = 0.5f * static_cast<float>(globals::width); last_cursor.y = 0.5f * static_cast<float>(globals::height); - globals::dispatcher.sink<io::GlfwCursorPosEvent>().connect<&on_glfw_cursor_pos>(); - globals::dispatcher.sink<io::GamepadButtonEvent>().connect<&on_gamepad_button>(); + globals::dispatcher.sink<GlfwCursorPosEvent>().connect<&on_glfw_cursor_pos>(); + globals::dispatcher.sink<GamepadButtonEvent>().connect<&on_gamepad_button>(); } -void entity::player_look::update_late(void) +void player_look::update_late(void) { - if(io::gamepad::available && io::gamepad::active.get_value() && !globals::gui_screen) { - auto pitch_value = axis_pitch.get_value(io::gamepad::state, io::gamepad::deadzone.get_value()); - auto yaw_value = axis_yaw.get_value(io::gamepad::state, io::gamepad::deadzone.get_value()); + if(gamepad::available && gamepad::active.get_value() && !globals::gui_screen) { + auto pitch_value = axis_pitch.get_value(gamepad::state, gamepad::deadzone.get_value()); + auto yaw_value = axis_yaw.get_value(gamepad::state, gamepad::deadzone.get_value()); if(fastlook_enabled) { // Fastlook allows the camera to |
