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Updated to latest fbxsdk #8

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3 changes: 3 additions & 0 deletions .gitmodules
Original file line number Diff line number Diff line change
@@ -0,0 +1,3 @@
[submodule "HPL2"]
path = HPL2
url = [email protected]:dima424658/HPL2Engine
2 changes: 1 addition & 1 deletion BuildScripts/README.txt
Original file line number Diff line number Diff line change
Expand Up @@ -45,7 +45,7 @@ Now create our build folders and setup cmake

mkdir build
cd build
cmake ../ -DCMAKE_BUILD_TYPE=Release -DUSE_SDL2=ON
cmake ../ -DCMAKE_BUILD_TYPE=Release
cd ..

now we can exit the chroot.
Expand Down
1 change: 0 additions & 1 deletion BuildScripts/mock-config.txt
Original file line number Diff line number Diff line change
Expand Up @@ -7,5 +7,4 @@ else
fi
parent=../
cmake_path=../
cmake_options="-DUSE_SDL2=ON"
dst_root=AmnesiaPig
2 changes: 1 addition & 1 deletion Game/src/game/Lux.vcxproj
Original file line number Diff line number Diff line change
Expand Up @@ -93,7 +93,7 @@
<ClCompile>
<Optimization>MaxSpeed</Optimization>
<AdditionalIncludeDirectories>..\..\..\HPL2\core\include;..\..\..\HPL2\dependencies\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;USE_GAMEPAD;USE_SDL2%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;USE_GAMEPAD%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
Expand Down
5 changes: 0 additions & 5 deletions Game/src/game/LuxBase.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -729,13 +729,8 @@ bool cLuxBase::InitApp()

//Get the config file paths
msDefaultUserConfigPath = pInitCfg->GetStringW("ConfigFiles", "DefaultUserSettings",_W(""));
#if USE_SDL2
msDefaultUserKeyConfigPath = pInitCfg->GetStringW("ConfigFiles", "DefaultUserKeysSDL2", _W(""));
msDefaultMainConfigPath = pInitCfg->GetStringW("ConfigFiles", "DefaultMainSettingsSDL2",_W(""));
#else
msDefaultUserKeyConfigPath = pInitCfg->GetStringW("ConfigFiles", "DefaultUserKeys", _W(""));
msDefaultMainConfigPath = pInitCfg->GetStringW("ConfigFiles", "DefaultMainSettings",_W(""));
#endif

msGameConfigPath = pInitCfg->GetStringW("ConfigFiles", "Game",_W(""));
msMenuConfigPath = pInitCfg->GetStringW("ConfigFiles", "Menu",_W(""));
Expand Down
4 changes: 2 additions & 2 deletions Game/src/game/LuxEffectHandler.h
Original file line number Diff line number Diff line change
Expand Up @@ -32,7 +32,7 @@ class iLuxEffect
{
public:
iLuxEffect() : mbActive(false) {}
~iLuxEffect(){}
virtual ~iLuxEffect(){}

virtual void Update(float afTimeStep)=0;
virtual void OnDraw(float afFrameTime)=0;
Expand Down Expand Up @@ -493,7 +493,7 @@ class cLuxEffectHandler : public iLuxUpdateable
{
public:
cLuxEffectHandler();
~cLuxEffectHandler();
virtual ~cLuxEffectHandler();

///////////////////////////
// General
Expand Down
4 changes: 2 additions & 2 deletions Game/src/game/LuxEnemyMover.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -515,10 +515,10 @@ void cLuxEnemyMover::UpdateMoveAnimation(float afTimeStep)

//Log("Update move anim. Speed: %f Current: %d\n", fSpeed, mMoveState);

bool bCanJog = mpEnemy->mfWalkToJogSpeed>0 && mpEnemy->mfRunToJogSpeed>0 && mpEnemy->GetJogAnimationName()!="";

eLuxEnemyPoseType pose = mpEnemy->mCurrentPose;

bool bCanJog = mpEnemy->mfWalkToJogSpeed[pose] > 0 && mpEnemy->mfRunToJogSpeed[pose] > 0 && mpEnemy->GetJogAnimationName() != "";

////////////////////////////////
// Move state animation
eLuxEnemyMoveState prevMoveState = mMoveState;
Expand Down
2 changes: 1 addition & 1 deletion Game/src/game/LuxHandObject.h
Original file line number Diff line number Diff line change
Expand Up @@ -53,7 +53,7 @@ class iLuxHandObject
friend class cLuxHandObjectLoader;
public:
iLuxHandObject(const tString& asName, cLuxPlayerHands *apHands);
~iLuxHandObject();
virtual ~iLuxHandObject();

////////////////////////
//General
Expand Down
28 changes: 0 additions & 28 deletions Game/src/game/LuxHintHandler.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -56,7 +56,6 @@ cLuxHintHandler::cLuxHintHandler() : iLuxUpdateable("LuxHintHandler")
mpGamepadButtonIcon[i] = NULL;
}

# if USE_SDL2
mpGamepadButtonIcon[eGamepadButton_A] = pGui->CreateGfxTexture("gamepad_a.tga", eGuiMaterial_Alpha, eTextureType_2D, cColor(1,1), false);
mpGamepadButtonIcon[eGamepadButton_B] = pGui->CreateGfxTexture("gamepad_b.tga", eGuiMaterial_Alpha, eTextureType_2D, cColor(1,1), false);
mpGamepadButtonIcon[eGamepadButton_X] = pGui->CreateGfxTexture("gamepad_x.tga", eGuiMaterial_Alpha, eTextureType_2D, cColor(1,1), false);
Expand All @@ -71,27 +70,6 @@ cLuxHintHandler::cLuxHintHandler() : iLuxUpdateable("LuxHintHandler")
mpGamepadButtonIcon[eGamepadButton_DpadRight] = pGui->CreateGfxTexture("gamepad_dpad_r.tga", eGuiMaterial_Alpha, eTextureType_2D, cColor(1,1), false);
mpGamepadButtonIcon[eGamepadButton_DpadLeft] = pGui->CreateGfxTexture("gamepad_dpad_l.tga", eGuiMaterial_Alpha, eTextureType_2D, cColor(1,1), false);
mpGamepadButtonIcon[eGamepadButton_DpadDown] = pGui->CreateGfxTexture("gamepad_dpad_d.tga", eGuiMaterial_Alpha, eTextureType_2D, cColor(1,1), false);
# else
//////////////
// Set up the buttons
mpGamepadButtonIcon[eGamepadButton_0] = pGui->CreateGfxTexture("gamepad_a.tga", eGuiMaterial_Alpha, eTextureType_2D, cColor(1,1), false);
mpGamepadButtonIcon[eGamepadButton_1] = pGui->CreateGfxTexture("gamepad_b.tga", eGuiMaterial_Alpha, eTextureType_2D, cColor(1,1), false);
mpGamepadButtonIcon[eGamepadButton_2] = pGui->CreateGfxTexture("gamepad_x.tga", eGuiMaterial_Alpha, eTextureType_2D, cColor(1,1), false);
mpGamepadButtonIcon[eGamepadButton_3] = pGui->CreateGfxTexture("gamepad_y.tga", eGuiMaterial_Alpha, eTextureType_2D, cColor(1,1), false);
mpGamepadButtonIcon[eGamepadButton_4] = pGui->CreateGfxTexture("gamepad_lb.tga", eGuiMaterial_Alpha, eTextureType_2D, cColor(1,1), false);
mpGamepadButtonIcon[eGamepadButton_5] = pGui->CreateGfxTexture("gamepad_rb.tga", eGuiMaterial_Alpha, eTextureType_2D, cColor(1,1), false);
mpGamepadButtonIcon[eGamepadButton_6] = pGui->CreateGfxTexture("gamepad_select.tga", eGuiMaterial_Alpha, eTextureType_2D, cColor(1,1), false);
mpGamepadButtonIcon[eGamepadButton_7] = pGui->CreateGfxTexture("gamepad_start.tga", eGuiMaterial_Alpha, eTextureType_2D, cColor(1,1), false);
mpGamepadButtonIcon[eGamepadButton_8] = pGui->CreateGfxTexture("gamepad_ls.tga", eGuiMaterial_Alpha, eTextureType_2D, cColor(1,1), false);
mpGamepadButtonIcon[eGamepadButton_9] = pGui->CreateGfxTexture("gamepad_rs.tga", eGuiMaterial_Alpha, eTextureType_2D, cColor(1,1), false);

//////////
// Dpad
mpGamepadHatIcon[cMath::Log2ToInt(eGamepadHatState_Up)] = pGui->CreateGfxTexture("gamepad_dpad_u.tga", eGuiMaterial_Alpha, eTextureType_2D, cColor(1,1), false);
mpGamepadHatIcon[cMath::Log2ToInt(eGamepadHatState_Right)] = pGui->CreateGfxTexture("gamepad_dpad_r.tga", eGuiMaterial_Alpha, eTextureType_2D, cColor(1,1), false);
mpGamepadHatIcon[cMath::Log2ToInt(eGamepadHatState_Left)] = pGui->CreateGfxTexture("gamepad_dpad_l.tga", eGuiMaterial_Alpha, eTextureType_2D, cColor(1,1), false);
mpGamepadHatIcon[cMath::Log2ToInt(eGamepadHatState_Down)] = pGui->CreateGfxTexture("gamepad_dpad_d.tga", eGuiMaterial_Alpha, eTextureType_2D, cColor(1,1), false);
# endif

////////
// Triggers
Expand All @@ -103,14 +81,8 @@ cLuxHintHandler::cLuxHintHandler() : iLuxUpdateable("LuxHintHandler")
mpGampadAxisIcon[i * 2 + 1] = NULL;
}

# if USE_SDL2
mpGampadAxisIcon[eGamepadAxis_LeftTrigger * 2 + eGamepadAxisRange_Positive - 1] = pGui->CreateGfxTexture("gamepad_lt.tga", eGuiMaterial_Alpha, eTextureType_2D, cColor(1,1), false);
mpGampadAxisIcon[eGamepadAxis_RightTrigger * 2 + eGamepadAxisRange_Positive - 1] = pGui->CreateGfxTexture("gamepad_rt.tga", eGuiMaterial_Alpha, eTextureType_2D, cColor(1,1), false);
#else
mpGampadAxisIcon[eGamepadAxis_2 * 2 + eGamepadAxisRange_Positive - 1] = pGui->CreateGfxTexture("gamepad_lt.tga", eGuiMaterial_Alpha, eTextureType_2D, cColor(1,1), false);
mpGampadAxisIcon[eGamepadAxis_2 * 2 + eGamepadAxisRange_Negative - 1] = pGui->CreateGfxTexture("gamepad_rt.tga", eGuiMaterial_Alpha, eTextureType_2D, cColor(1,1), false);
#endif

#endif
}

Expand Down
62 changes: 4 additions & 58 deletions Game/src/game/LuxInputHandler.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -146,7 +146,6 @@ static cLuxInput gvLuxInputs[] =
cLuxInput("MouseButton", eMouseButton_Button9, eLuxAction_MouseButton9Click),

#ifdef USE_GAMEPAD
#if USE_SDL2
cLuxInput("GamepadButton", eGamepadButton_DpadUp, eLuxAction_UIArrowUp),
cLuxInput("GamepadButton", eGamepadButton_DpadDown, eLuxAction_UIArrowDown),
cLuxInput("GamepadButton", eGamepadButton_DpadLeft, eLuxAction_UIArrowLeft),
Expand All @@ -166,27 +165,6 @@ static cLuxInput gvLuxInputs[] =

cLuxInput("GamepadButton", eGamepadButton_X, eLuxAction_UIDelete),
cLuxInput("GamepadButton", eGamepadButton_Y, eLuxAction_UIClear),
#else
cLuxInput("GamepadHat.Hat 0", eGamepadHatState_Up, eLuxAction_UIArrowUp),
cLuxInput("GamepadHat.Hat 0", eGamepadHatState_Down, eLuxAction_UIArrowDown),
cLuxInput("GamepadHat.Hat 0", eGamepadHatState_Left, eLuxAction_UIArrowLeft),
cLuxInput("GamepadHat.Hat 0", eGamepadHatState_Right, eLuxAction_UIArrowRight),

cLuxInput("GamepadAxis.Axis 1", eGamepadAxisRange_Negative, eLuxAction_UIArrowUp),
cLuxInput("GamepadAxis.Axis 0", eGamepadAxisRange_Positive, eLuxAction_UIArrowRight),
cLuxInput("GamepadAxis.Axis 1", eGamepadAxisRange_Positive, eLuxAction_UIArrowDown),
cLuxInput("GamepadAxis.Axis 0", eGamepadAxisRange_Negative, eLuxAction_UIArrowLeft),

cLuxInput("GamepadButton", eGamepadButton_0, eLuxAction_UIPrimary),
cLuxInput("GamepadButton", eGamepadButton_1, eLuxAction_UISecondary),
cLuxInput("GamepadButton", eGamepadButton_4, eLuxAction_UIPrevPage),
cLuxInput("GamepadButton", eGamepadButton_5, eLuxAction_UINextPage),
cLuxInput("GamepadAxis.Axis 2", eGamepadAxisRange_Positive, eLuxAction_UIPrevPage),
cLuxInput("GamepadAxis.Axis 2", eGamepadAxisRange_Negative, eLuxAction_UINextPage),

cLuxInput("GamepadButton", eGamepadButton_2, eLuxAction_UIDelete),
cLuxInput("GamepadButton", eGamepadButton_3, eLuxAction_UIClear),
#endif
#endif

cLuxInput("Keyboard", eKey_Return, eLuxAction_UIPrimary),
Expand Down Expand Up @@ -251,7 +229,6 @@ static cLuxInput gvLuxInputs[] =
// Right --> DPAD-Right

#ifdef USE_GAMEPAD
#if USE_SDL2
cLuxInput("GamepadAxis.Axis LeftY", eGamepadAxisRange_Negative, eLuxAction_Forward),
cLuxInput("GamepadAxis.Axis LeftX", eGamepadAxisRange_Positive, eLuxAction_Right),
cLuxInput("GamepadAxis.Axis LeftY", eGamepadAxisRange_Positive, eLuxAction_Backward),
Expand All @@ -271,27 +248,6 @@ static cLuxInput gvLuxInputs[] =

cLuxInput("GamepadButton", eGamepadButton_DpadUp, eLuxAction_ZoomOut),
cLuxInput("GamepadButton", eGamepadButton_DpadDown, eLuxAction_ZoomIn),
#else
cLuxInput("GamepadAxis.Axis 1", eGamepadAxisRange_Negative, eLuxAction_Forward),
cLuxInput("GamepadAxis.Axis 0", eGamepadAxisRange_Positive, eLuxAction_Right),
cLuxInput("GamepadAxis.Axis 1", eGamepadAxisRange_Positive, eLuxAction_Backward),
cLuxInput("GamepadAxis.Axis 0", eGamepadAxisRange_Negative, eLuxAction_Left),

cLuxInput("GamepadButton", eGamepadButton_0, eLuxAction_Jump),
cLuxInput("GamepadButton", eGamepadButton_1, eLuxAction_Crouch),
cLuxInput("GamepadButton", eGamepadButton_2, eLuxAction_Lantern),
cLuxInput("GamepadButton", eGamepadButton_3, eLuxAction_Journal),
cLuxInput("GamepadButton", eGamepadButton_4, eLuxAction_Attack),
cLuxInput("GamepadButton", eGamepadButton_5, eLuxAction_Interact),
cLuxInput("GamepadButton", eGamepadButton_7, eLuxAction_Exit),
cLuxInput("GamepadButton", eGamepadButton_8, eLuxAction_QuestLog),
cLuxInput("GamepadButton", eGamepadButton_9, eLuxAction_Rotate),
cLuxInput("GamepadAxis.Axis 2", eGamepadAxisRange_Positive, eLuxAction_Run),
cLuxInput("GamepadAxis.Axis 2", eGamepadAxisRange_Negative, eLuxAction_Lean),

cLuxInput("GamepadHat.Hat 0", eGamepadHatState_Up, eLuxAction_ZoomOut),
cLuxInput("GamepadHat.Hat 0", eGamepadHatState_Down, eLuxAction_ZoomIn),
#endif
#endif

cLuxInput()
Expand Down Expand Up @@ -720,12 +676,14 @@ cVector2f cLuxInputHandler::GetSluggishMousePos(const cVector2f& avRelPosMouse)

//-----------------------------------------------------------------------

#ifdef USE_GAMEPAD
bool cLuxInputHandler::IsGamepadPresent()
{
#ifdef USE_GAMEPAD
return mpPad!=NULL;
}
#else
return false;
#endif
}

//-----------------------------------------------------------------------

Expand Down Expand Up @@ -1255,11 +1213,7 @@ void cLuxInputHandler::UpdateGamePlayerInput()
// Gamepad movement and look
if(IsGamepadPresent())
{
#if USE_SDL2
if(mpPad->ButtonIsDown(eGamepadButton_DpadUp) || mpPad->ButtonIsDown(eGamepadButton_DpadDown))
#else
if(mpPad->HatIsInState(eGamepadHat_0, eGamepadHatState_Up) || mpPad->HatIsInState(eGamepadHat_0, eGamepadHatState_Down))
#endif
{
if(mpInput->IsTriggerd(eLuxAction_ZoomOut)) mpPlayer->Scroll( gpBase->mpEngine->GetFrameTime() * 8.0f);
if(mpInput->IsTriggerd(eLuxAction_ZoomIn)) mpPlayer->Scroll(-gpBase->mpEngine->GetFrameTime() * 8.0f);
Expand All @@ -1277,11 +1231,7 @@ void cLuxInputHandler::UpdateGamePlayerInput()

//////////////////////////////////////////
// Look / Lean
#if USE_SDL2
cVector2f vAnalogLookAxis = cVector2f(mpPad->GetAxisValue(eGamepadAxis_RightX), mpPad->GetAxisValue(eGamepadAxis_RightY));
#else
cVector2f vAnalogLookAxis = cVector2f(mpPad->GetAxisValue(eGamepadAxis_4), mpPad->GetAxisValue(eGamepadAxis_3));
#endif

if(mpInput->IsTriggerd(eLuxAction_Lean))
{
Expand All @@ -1296,11 +1246,7 @@ void cLuxInputHandler::UpdateGamePlayerInput()
{
mpPlayer->Scroll(-gpBase->mpEngine->GetFrameTime() * 6.0f * vAnalogLookAxis.y);

#if USE_SDL2
vAnalogLookAxis = cVector2f(mpPad->GetAxisValue(eGamepadAxis_LeftX), mpPad->GetAxisValue(eGamepadAxis_LeftY)) * 2.0f / 1.5f;
#else
vAnalogLookAxis = cVector2f(mpPad->GetAxisValue(eGamepadAxis_0), mpPad->GetAxisValue(eGamepadAxis_1)) * 2.0f / 1.5f;
#endif

if(vAnalogLookAxis.Length() > 0)
{
Expand Down
2 changes: 1 addition & 1 deletion Game/src/game/LuxInputHandler.h
Original file line number Diff line number Diff line change
Expand Up @@ -121,9 +121,9 @@ class cLuxInputHandler : public iLuxUpdateable
cVector2f GetSmoothMousePos(const cVector2f& avRelPosMouse);
cVector2f GetSluggishMousePos(const cVector2f& avRelPosMouse);

#ifdef USE_GAMEPAD
bool IsGamepadPresent();

#ifdef USE_GAMEPAD
void AppDeviceWasPlugged();
void AppDeviceWasRemoved();
#endif
Expand Down
2 changes: 1 addition & 1 deletion Game/src/game/LuxItemType.h
Original file line number Diff line number Diff line change
Expand Up @@ -34,7 +34,7 @@ class iLuxItemType
{
public:
iLuxItemType(const tString& asName, eLuxItemType aType);
~iLuxItemType();
virtual ~iLuxItemType();

const tString& GetName(){ return msName; }
eLuxItemType GetType(){ return mType;}
Expand Down
4 changes: 0 additions & 4 deletions Game/src/game/LuxJournal.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2689,11 +2689,7 @@ bool cLuxJournal::UIListenerArrowPress(iWidget* apWidget, const cGuiMessageData&
break;
case eUIArrow_Down:
#ifdef USE_GAMEPAD
# if USE_SDL2
if(gpBase->mpInputHandler->IsGamepadPresent() && gpBase->mpInputHandler->GetGamepad()->ButtonIsDown(eGamepadButton_DpadDown) == false) break;
# else
if(gpBase->mpInputHandler->IsGamepadPresent() && gpBase->mpInputHandler->GetGamepad()->HatIsInState(eGamepadHat_0, eGamepadHatState_Down) == false) break;
# endif
#endif
if(lType == eLuxJournalState_OpenNote
|| lType == eLuxJournalState_OpenDiary
Expand Down
4 changes: 0 additions & 4 deletions Game/src/game/LuxMainMenu_KeyConfig.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -840,11 +840,7 @@ bool cLuxInputMenuEntry::InputEntryGamepadButtonPress(iWidget* apWidget, const c
if(IsWaiting())
{
if(aData.mGamepadInputData.mfInputValue==0.0f) return false;
#if USE_SDL2
if(aData.mGamepadInputData.mInputType == eGamepadInputType_Button && aData.mGamepadInputData.mlInputId == eGamepadButton_B)
#else
if(aData.mGamepadInputData.mInputType == eGamepadInputType_Button && aData.mGamepadInputData.mlInputId == eGamepadButton_1)
#endif
{
//////////
// Cancel when pressing B
Expand Down
4 changes: 0 additions & 4 deletions Game/src/game/LuxPlayerState_InteractGrab.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -482,11 +482,7 @@ bool cLuxPlayerState_InteractGrab::OnAddPitch(float afAmount)
{
/////////////
// Check which one of them was used for the input this frame
#if USE_SDL2
if(cMath::Abs(gpBase->mpInputHandler->GetGamepad()->GetAxisValue(eGamepadAxis_RightY)) > 0.0f)
#else
if(cMath::Abs(gpBase->mpInputHandler->GetGamepad()->GetAxisValue(eGamepadAxis_3)) > 0.0f)
#endif
{
//Gamepad was used
if(gpBase->mpInputHandler->GetInvertGamepadLook()) afAmount = -afAmount;
Expand Down
4 changes: 0 additions & 4 deletions Game/src/game/LuxPlayerState_InteractRotateBase.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -347,11 +347,7 @@ bool iLuxPlayerState_InteractRotateBase::OnAddPitch(float afAmount)
{
/////////////
// Check which one of them was used for the input this frame
#if USE_SDL2
if(cMath::Abs(gpBase->mpInputHandler->GetGamepad()->GetAxisValue(eGamepadAxis_RightY)) > 0.0f)
#else
if(cMath::Abs(gpBase->mpInputHandler->GetGamepad()->GetAxisValue(eGamepadAxis_3)) > 0.0f)
#endif
{
//Gamepad was used
if(gpBase->mpInputHandler->GetInvertGamepadLook()) afAmount = -afAmount;
Expand Down
4 changes: 0 additions & 4 deletions Game/src/game/LuxPlayerState_InteractSlide.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -240,11 +240,7 @@ bool cLuxPlayerState_InteractSlide::OnAddPitch(float afAmount)
{
/////////////
// Check which one of them was used for the input this frame
#if USE_SDL2
if(cMath::Abs(gpBase->mpInputHandler->GetGamepad()->GetAxisValue(eGamepadAxis_RightY)) > 0.0f)
#else
if(cMath::Abs(gpBase->mpInputHandler->GetGamepad()->GetAxisValue(eGamepadAxis_3)) > 0.0f)
#endif
{
//Gamepad was used
if(gpBase->mpInputHandler->GetInvertGamepadLook()) afAmount = -afAmount;
Expand Down
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