cleanup MultiPlayer/InputDevice mapping
This commit is contained in:
@@ -46,8 +46,8 @@ void ScreenJoinMultiplayer::Init()
|
||||
GAMESTATE->m_pCurStyle.Set( v[0] );
|
||||
|
||||
GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
|
||||
|
||||
GAMESTATE->m_bTemporaryEventMode = true;
|
||||
GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
|
||||
|
||||
FOREACH_MultiPlayer( p )
|
||||
{
|
||||
@@ -113,12 +113,12 @@ void ScreenJoinMultiplayer::Input( const DeviceInput& DeviceI, const InputEventT
|
||||
GameInput gi;
|
||||
INPUTMAPPER->DeviceToGame( di, gi );
|
||||
|
||||
if( GameI.IsValid() )
|
||||
if( gi.IsValid() )
|
||||
{
|
||||
MenuInput mi;
|
||||
INPUTMAPPER->GameToMenu( gi, mi );
|
||||
|
||||
MultiPlayer p = (MultiPlayer)(DeviceI.device - DEVICE_JOY1);
|
||||
MultiPlayer p = InputMapper::InputDeviceToMultiPlayer( DeviceI.device );
|
||||
|
||||
// testing hack
|
||||
if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD,KEY_LSHIFT) ) )
|
||||
@@ -179,7 +179,7 @@ void ScreenJoinMultiplayer::UpdatePlayerStatus( bool bFirstUpdate )
|
||||
{
|
||||
FOREACH_MultiPlayer( p )
|
||||
{
|
||||
InputDevice id = (InputDevice)p;
|
||||
InputDevice id = InputMapper::MultiPlayerToInputDevice( p );
|
||||
|
||||
InputDeviceState idsOld = m_InputDeviceState[p];
|
||||
bool bWasConnected = idsOld == InputDeviceState_Connected;
|
||||
|
||||
Reference in New Issue
Block a user