NUM_GameController
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@@ -481,7 +481,7 @@ void InputMapper::ApplyMapping( const Mapping *maps, GameController gc, InputDev
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/* If that pushed it over, then it's a second controller for a joystick
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* that's already a second controller, so we'll just ignore it. (This
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* can happen if eg. two primary Pump pads are connected.) */
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if( map_gc >= MAX_GAME_CONTROLLERS )
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if( map_gc >= NUM_GameController )
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continue;
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}
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@@ -520,7 +520,7 @@ void InputMapper::AutoMapJoysticksForCurrentGame()
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// We have a mapping for this joystick
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//
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GameController gc = (GameController)iNumJoysticksMapped;
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if( gc >= MAX_GAME_CONTROLLERS )
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if( gc >= NUM_GameController )
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break; // stop mapping. We already mapped one device for each game controller.
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LOG->Info( "Applying default joystick mapping #%d for device '%s' (%s)",
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@@ -679,8 +679,8 @@ void InputMapper::SetInputMap( const DeviceInput &DeviceI, const GameInput &Game
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ClearFromInputMap( DeviceI );
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ClearFromInputMap( GameI, iSlotIndex );
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ASSERT_M( GameI.controller < MAX_GAME_CONTROLLERS,
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ssprintf("controller: %u >= %u", GameI.controller, MAX_GAME_CONTROLLERS) );
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ASSERT_M( GameI.controller < NUM_GameController,
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ssprintf("controller: %u >= %u", GameI.controller, NUM_GameController) );
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ASSERT_M( GameI.button < MAX_GAME_BUTTONS,
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ssprintf("button: %u >= %u", GameI.button, MAX_GAME_BUTTONS) );
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ASSERT_M( iSlotIndex < NUM_GAME_TO_DEVICE_SLOTS,
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