🩹 fix: use MxFloat

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Helloyunho 2025-07-05 22:38:06 +09:00
parent 81610d105e
commit a2e5ed2393
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@ -90,10 +90,10 @@ MxS32 g_targetDepth = 16;
// GLOBAL: ISLE 0x410064
MxS32 g_reqEnableRMDevice = FALSE;
float g_lastJoystickMouseX = 0;
float g_lastJoystickMouseY = 0;
float g_lastMouseX = 0;
float g_lastMouseY = 0;
MxFloat g_lastJoystickMouseX = 0;
MxFloat g_lastJoystickMouseY = 0;
MxFloat g_lastMouseX = 0;
MxFloat g_lastMouseY = 0;
// STRING: ISLE 0x4101dc
#define WINDOW_TITLE "LEGO®"
@ -506,10 +506,10 @@ SDL_AppResult SDL_AppEvent(void* appstate, SDL_Event* event)
axisValue = event->gaxis.value;
}
if (event->gaxis.axis == SDL_GAMEPAD_AXIS_RIGHTX) {
g_lastJoystickMouseX = ((float) axisValue) / SDL_JOYSTICK_AXIS_MAX * g_isle->GetCursorSensitivity();
g_lastJoystickMouseX = ((MxFloat) axisValue) / SDL_JOYSTICK_AXIS_MAX * g_isle->GetCursorSensitivity();
}
else if (event->gaxis.axis == SDL_GAMEPAD_AXIS_RIGHTY) {
g_lastJoystickMouseY = ((float) axisValue) / SDL_JOYSTICK_AXIS_MAX * g_isle->GetCursorSensitivity();
g_lastJoystickMouseY = ((MxFloat) axisValue) / SDL_JOYSTICK_AXIS_MAX * g_isle->GetCursorSensitivity();
}
else if (event->gaxis.axis == SDL_GAMEPAD_AXIS_RIGHT_TRIGGER) {
if (axisValue != 0) {