More fixes to Teeworlds
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@@ -46,6 +46,11 @@ void inp_mouse_absolute(int *x, int *y)
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SDL_GetMouseState(x, y);
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}
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void inp_warp_mouse(int x, int y)
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{
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SDL_WarpMouse(x,y);
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}
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enum
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{
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INPUT_BUFFER_SIZE=32
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@@ -52,9 +52,15 @@ MACRO_CONFIG_INT(gfx_clear, 0, 0, 1, CFGFLAG_SAVE|CFGFLAG_CLIENT, "Clear screen
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MACRO_CONFIG_INT(gfx_vsync, 1, 0, 1, CFGFLAG_SAVE|CFGFLAG_CLIENT, "Vertical sync")
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MACRO_CONFIG_INT(gfx_display_all_modes, 0, 0, 1, CFGFLAG_SAVE|CFGFLAG_CLIENT, "")
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MACRO_CONFIG_INT(gfx_texture_compression, 0, 0, 1, CFGFLAG_SAVE|CFGFLAG_CLIENT, "Use texture compression")
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#ifdef ANDROID
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MACRO_CONFIG_INT(gfx_high_detail, 0, 0, 1, CFGFLAG_SAVE|CFGFLAG_CLIENT, "High detail")
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MACRO_CONFIG_INT(gfx_texture_quality, 0, 0, 1, CFGFLAG_SAVE|CFGFLAG_CLIENT, "")
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MACRO_CONFIG_INT(gfx_fsaa_samples, 0, 0, 16, CFGFLAG_SAVE|CFGFLAG_CLIENT, "FSAA Samples")
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#else
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MACRO_CONFIG_INT(gfx_high_detail, 1, 0, 1, CFGFLAG_SAVE|CFGFLAG_CLIENT, "High detail")
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MACRO_CONFIG_INT(gfx_texture_quality, 1, 0, 1, CFGFLAG_SAVE|CFGFLAG_CLIENT, "")
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MACRO_CONFIG_INT(gfx_fsaa_samples, 0, 0, 16, CFGFLAG_SAVE|CFGFLAG_CLIENT, "FSAA Samples")
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#endif
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MACRO_CONFIG_INT(gfx_refresh_rate, 0, 0, 0, CFGFLAG_SAVE|CFGFLAG_CLIENT, "Screen refresh rate")
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MACRO_CONFIG_INT(gfx_finish, 1, 0, 1, CFGFLAG_SAVE|CFGFLAG_CLIENT, "")
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@@ -246,6 +246,7 @@ void inp_update();
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void inp_init();
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void inp_mouse_mode_absolute();
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void inp_mouse_mode_relative();
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void inp_warp_mouse(int x, int y);
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#ifdef __cplusplus
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}
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@@ -179,7 +179,16 @@ bool CONTROLS::on_mousemove(float x, float y)
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return false;
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mouse_pos += vec2(x, y); // TODO: ugly
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#ifdef ANDROID
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mouse_pos = vec2(x, y);
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if(gameclient.snap.spectate)
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{
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if( inp_key_down(KEY_MOUSE_1) )
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mouse_pos += vec2((x - gfx_screenwidth()/2) * 2, (y - gfx_screenheight()/2) * 2);
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}
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else
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{
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mouse_pos = vec2((x - gfx_screenwidth()/2) * 2, (y - gfx_screenheight()/2) * 2);
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}
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#endif
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//
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@@ -208,6 +217,15 @@ bool CONTROLS::on_mousemove(float x, float y)
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mouse_pos = normalize(mouse_pos)*mouse_max;
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l = mouse_max;
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}
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#ifdef ANDROID
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if(l * 2.0f > mouse_max)
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{
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if(input_data.fire&1 != 1)
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input_data.fire++;
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input_data.fire &= INPUT_STATE_MASK;
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}
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#endif
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//float offset_amount = max(l-deadzone, 0.0f) * follow_factor;
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//if(l > 0.0001f) // make sure that this isn't 0
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