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UI: Clamp analog speed to 0 on opposite value.
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@ -134,5 +134,5 @@ enum class BackgroundAnimation {
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enum class AnalogFpsMode {
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AUTO = 0,
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MAPPED_DIRECTION = 1,
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MAPPED_TO_OPPOSITE = 2,
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MAPPED_DIR_TO_OPPOSITE_DIR = 2,
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};
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@ -408,7 +408,7 @@ void ControlMapper::ProcessAnalogSpeed(const AxisInput &axis, bool opposite) {
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case JOYSTICK_AXIS_RY:
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case JOYSTICK_AXIS_RZ:
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// These, at least on directinput, can be used for triggers that go from mapped to opposite.
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mode = AnalogFpsMode::MAPPED_TO_OPPOSITE;
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mode = AnalogFpsMode::MAPPED_DIR_TO_OPPOSITE_DIR;
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break;
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default:
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@ -421,9 +421,10 @@ void ControlMapper::ProcessAnalogSpeed(const AxisInput &axis, bool opposite) {
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// Okay, now let's map it as appropriate.
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if (mode == AnalogFpsMode::MAPPED_DIRECTION) {
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value = fabsf(value);
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// Clamp to 0 in this case if we're processing the opposite direction.
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if (opposite)
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return;
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} else if (mode == AnalogFpsMode::MAPPED_TO_OPPOSITE) {
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value = 0.0f;
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} else if (mode == AnalogFpsMode::MAPPED_DIR_TO_OPPOSITE_DIR) {
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value = fabsf(value);
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if (opposite)
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value = -value;
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