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

@@ -3,6 +3,7 @@
#include "Entity.h"
#include "FileSystemUtils.h"
#include "Graphics.h"
#include "KeyPoll.h"
#include "MakeAndPlay.h"
#include "Map.h"
#include "Maths.h"
@@ -410,7 +411,7 @@ void menurender()
switch (game.currentmenuoption)
{
case 0:
switch(game.controllerSensitivity)
switch(key.sensitivity)
{
case 0:
graphics.Print( -1, 85, " Low Medium High", tr, tg, tb, true);