Fixed articts in hold note and life frames.

This commit is contained in:
Chris Danford
2002-10-18 19:01:32 +00:00
parent 1c955f47f6
commit 15fc589cc6
16 changed files with 217 additions and 99 deletions
+36 -3
View File
@@ -266,10 +266,8 @@ bool InputMapper::IsButtonDown( GameInput GameI )
DeviceInput DeviceI;
if( GameToDevice( GameI, i, DeviceI ) )
{
if( INPUTFILTER->IsBeingPressed( DeviceI ) )
return true;
}
}
return false;
@@ -286,10 +284,45 @@ bool InputMapper::IsButtonDown( MenuInput MenuI )
return false;
}
bool InputMapper::IsButtonDown( StyleInput StyleI )
{
GameInput GameI;
StyleToGame( StyleI, GameI );
return IsButtonDown( GameI );
}
float InputMapper::GetSecsHeld( GameInput GameI )
{
float fMaxSecsHeld = 0;
for( int i=0; i<NUM_GAME_TO_DEVICE_SLOTS; i++ )
{
DeviceInput DeviceI;
if( GameToDevice( GameI, i, DeviceI ) )
fMaxSecsHeld = max( fMaxSecsHeld, INPUTFILTER->GetSecsHeld(DeviceI) );
}
return fMaxSecsHeld;
}
float InputMapper::GetSecsHeld( MenuInput MenuI )
{
float fMaxSecsHeld = 0;
GameInput GameI[4];
MenuToGame( MenuI, GameI );
for( int i=0; i<4; i++ )
if( GameI[i].IsValid() )
fMaxSecsHeld = max( fMaxSecsHeld, GetSecsHeld(GameI[i]) );
return fMaxSecsHeld;
}
float InputMapper::GetSecsHeld( StyleInput StyleI )
{
GameInput GameI;
StyleToGame( StyleI, GameI );
return GetSecsHeld( GameI );
}