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

@@ -1238,11 +1238,11 @@ void menuactionpress()
switch (game.currentmenuoption)
{
case 0:
game.controllerSensitivity++;
key.sensitivity++;
music.playef(11);
if(game.controllerSensitivity > 4)
if(key.sensitivity > 4)
{
game.controllerSensitivity = 0;
key.sensitivity = 0;
}
break;
@@ -1595,9 +1595,6 @@ void titleinput()
//game.mx = (mouseX / 4);
//game.my = (mouseY / 4);
//TODO bit wasteful doing this every poll
key.setSensitivity(game.controllerSensitivity);
game.press_left = false;
game.press_right = false;
game.press_action = false;