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Merge pull request #189 from capnlove/XInput_RSFix

Xinput Thumbstick Deadzone fix
Mike Lilligreen 11 years ago
parent
commit
b8196ee9a9
1 changed files with 10 additions and 12 deletions
  1. 10 12
      engine/source/platformWin32/winDirectInput.cc

+ 10 - 12
engine/source/platformWin32/winDirectInput.cc

@@ -787,19 +787,17 @@ void DInputManager::processXInput( void )
          if( mXInputDeadZoneOn )
          {
             // Zero value if thumbsticks are within the dead zone 
-            if( (mXInputStateNew[i].state.Gamepad.sThumbLX < XINPUT_DEADZONE && mXInputStateNew[i].state.Gamepad.sThumbLX > -XINPUT_DEADZONE) && 
-                (mXInputStateNew[i].state.Gamepad.sThumbLY < XINPUT_DEADZONE && mXInputStateNew[i].state.Gamepad.sThumbLY > -XINPUT_DEADZONE) ) 
-            {
-               mXInputStateNew[i].state.Gamepad.sThumbLX = 0;
-               mXInputStateNew[i].state.Gamepad.sThumbLY = 0;
-            }
+            if(mXInputStateNew[i].state.Gamepad.sThumbLX < XINPUT_DEADZONE && mXInputStateNew[i].state.Gamepad.sThumbLX > -XINPUT_DEADZONE)
+            mXInputStateNew[i].state.Gamepad.sThumbLX = 0;
 
-            if( (mXInputStateNew[i].state.Gamepad.sThumbRX < XINPUT_DEADZONE && mXInputStateNew[i].state.Gamepad.sThumbRX > -XINPUT_DEADZONE) && 
-                (mXInputStateNew[i].state.Gamepad.sThumbRY < XINPUT_DEADZONE && mXInputStateNew[i].state.Gamepad.sThumbRY > -XINPUT_DEADZONE) ) 
-            {
-               mXInputStateNew[i].state.Gamepad.sThumbRX = 0;
-               mXInputStateNew[i].state.Gamepad.sThumbRY = 0;
-            }
+            if(mXInputStateNew[i].state.Gamepad.sThumbLY < XINPUT_DEADZONE && mXInputStateNew[i].state.Gamepad.sThumbLY > -XINPUT_DEADZONE)  
+            mXInputStateNew[i].state.Gamepad.sThumbLY = 0;
+            
+            if(mXInputStateNew[i].state.Gamepad.sThumbRX < XINPUT_DEADZONE && mXInputStateNew[i].state.Gamepad.sThumbRX > -XINPUT_DEADZONE)
+            mXInputStateNew[i].state.Gamepad.sThumbRX = 0;
+
+            if(mXInputStateNew[i].state.Gamepad.sThumbRY < XINPUT_DEADZONE && mXInputStateNew[i].state.Gamepad.sThumbRY > -XINPUT_DEADZONE)
+            mXInputStateNew[i].state.Gamepad.sThumbRY = 0;
          }
 
          // this controller was connected or disconnected