diff --git a/src/BizHawk.Emulation.Cores/Computers/Doom/DSDA.IEmulator.cs b/src/BizHawk.Emulation.Cores/Computers/Doom/DSDA.IEmulator.cs index dfc08776de..9af36ef80a 100644 --- a/src/BizHawk.Emulation.Cores/Computers/Doom/DSDA.IEmulator.cs +++ b/src/BizHawk.Emulation.Cores/Computers/Doom/DSDA.IEmulator.cs @@ -75,10 +75,13 @@ namespace BizHawk.Emulation.Cores.Computers.Doom int turnSpeed = 0; // lower speed for tapping turn buttons - if (controller.IsPressed($"P{port} Turn Right") || controller.IsPressed($"P{port} Turn Left")) + if (controller.IsPressed($"P{port} Turn Right") + || controller.IsPressed($"P{port} Turn Left")) { _turnHeld[i]++; - turnSpeed = _turnHeld[i] < 6 ? _turnSpeeds[2] : _turnSpeeds[speedIndex]; + turnSpeed = _turnHeld[i] < 6 + ? _turnSpeeds[2] + : _turnSpeeds[speedIndex]; } else { @@ -109,21 +112,37 @@ namespace BizHawk.Emulation.Cores.Computers.Doom } } - // override movement axis based on buttons (turning is reversed upstream) - if (controller.IsPressed($"P{port} Forward")) players[i].RunSpeed = _runSpeeds [speedIndex]; - if (controller.IsPressed($"P{port} Backward")) players[i].RunSpeed = -_runSpeeds [speedIndex]; - // turning with strafe button held will later be ADDED to these values (which is what makes strafe50 possible) - if (controller.IsPressed($"P{port} Strafe Right")) players[i].StrafingSpeed = _strafeSpeeds[speedIndex]; - if (controller.IsPressed($"P{port} Strafe Left")) players[i].StrafingSpeed = -_strafeSpeeds[speedIndex]; + // override movement axis based on buttons + // turning is reversed upstream + if (controller.IsPressed($"P{port} Forward")) + players[i].RunSpeed = _runSpeeds[speedIndex]; + + if (controller.IsPressed($"P{port} Backward")) + players[i].RunSpeed = -_runSpeeds[speedIndex]; + + // turning with strafe button held will later be ADDED to these values + // which is what makes strafe50 possible + if (controller.IsPressed($"P{port} Strafe Right")) + players[i].StrafingSpeed = _strafeSpeeds[speedIndex]; + + if (controller.IsPressed($"P{port} Strafe Left")) + players[i].StrafingSpeed = -_strafeSpeeds[speedIndex]; + if (strafe) { - if (controller.IsPressed($"P{port} Turn Right")) players[i].StrafingSpeed += _strafeSpeeds[speedIndex]; - if (controller.IsPressed($"P{port} Turn Left")) players[i].StrafingSpeed -= _strafeSpeeds[speedIndex]; + if (controller.IsPressed($"P{port} Turn Right")) + players[i].StrafingSpeed += _strafeSpeeds[speedIndex]; + + if (controller.IsPressed($"P{port} Turn Left")) + players[i].StrafingSpeed -= _strafeSpeeds[speedIndex]; } else { - if (controller.IsPressed($"P{port} Turn Right")) players[i].TurningSpeed -= turnSpeed; - if (controller.IsPressed($"P{port} Turn Left")) players[i].TurningSpeed += turnSpeed; + if (controller.IsPressed($"P{port} Turn Right")) + players[i].TurningSpeed -= turnSpeed; + + if (controller.IsPressed($"P{port} Turn Left")) + players[i].TurningSpeed += turnSpeed; } // mouse-driven running