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