Remove duplicate game.controllerSensitivity proxy

It wasn't a direct duplicate of key.sensitivity, but it was still
basically the same thing. Although to be fair, at least the case-switch
conversion didn't get duplicated everywhere unlike game.slowdown.

So now key.sensitivity functions the same as game.controllerSensitivity,
and it only gets converted to its actual value whenever a joystick input
happens in key.Poll(), unlike previously where it got converted every
single frame on the title screen (there was even a comment that said
"TODO bit wasteful doing this every poll").
This commit is contained in:
Misa
2020-11-12 17:16:18 -08:00
committed by Ethan Lee
parent bc9dff8c2a
commit fb19787489
6 changed files with 32 additions and 37 deletions

View File

@@ -12,6 +12,7 @@
#include "Enums.h"
#include "FileSystemUtils.h"
#include "Graphics.h"
#include "KeyPoll.h"
#include "MakeAndPlay.h"
#include "Map.h"
#include "Music.h"
@@ -172,9 +173,6 @@ void Game::init(void)
noflashingmode = false;
slowdown = 30;
// 0..5
controllerSensitivity = 2;
nodeathmode = false;
nocutscenes = false;
@@ -4704,7 +4702,7 @@ void Game::deserializesettings(tinyxml2::XMLElement* dataNode, ScreenSettings* s
if (pKey == "controllerSensitivity")
{
controllerSensitivity = help.Int(pText);
key.sensitivity = help.Int(pText);
}
}
@@ -4942,7 +4940,7 @@ void Game::serializesettings(tinyxml2::XMLElement* dataNode)
dataNode->LinkEndChild(msg);
}
xml::update_tag(dataNode, "controllerSensitivity", controllerSensitivity);
xml::update_tag(dataNode, "controllerSensitivity", key.sensitivity);
}
void Game::loadsettings(ScreenSettings* screen_settings)