Removed the requirement to have the Freelook option enabled for the freelook hotkeys to work.
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d080632527
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d2abbcd353
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@ -1440,30 +1440,27 @@ void CFrame::ParseHotkeys(wxKeyEvent &event)
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OnConnectWiimote(evt);
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OnConnectWiimote(evt);
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}
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}
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if (g_Config.bFreeLook)
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static float debugSpeed = 1.0f;
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{
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static float debugSpeed = 1.0f;
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if (IsHotkey(event, HK_FREELOOK_DECREASE_SPEED))
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if (IsHotkey(event, HK_FREELOOK_DECREASE_SPEED))
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debugSpeed /= 2.0f;
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debugSpeed /= 2.0f;
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else if (IsHotkey(event, HK_FREELOOK_INCREASE_SPEED))
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else if (IsHotkey(event, HK_FREELOOK_INCREASE_SPEED))
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debugSpeed *= 2.0f;
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debugSpeed *= 2.0f;
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else if (IsHotkey(event, HK_FREELOOK_RESET_SPEED))
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else if (IsHotkey(event, HK_FREELOOK_RESET_SPEED))
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debugSpeed = 1.0f;
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debugSpeed = 1.0f;
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else if (IsHotkey(event, HK_FREELOOK_UP))
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else if (IsHotkey(event, HK_FREELOOK_UP))
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VertexShaderManager::TranslateView(0.0f, 0.0f, -debugSpeed);
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VertexShaderManager::TranslateView(0.0f, 0.0f, -debugSpeed);
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else if (IsHotkey(event, HK_FREELOOK_DOWN))
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else if (IsHotkey(event, HK_FREELOOK_DOWN))
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VertexShaderManager::TranslateView(0.0f, 0.0f, debugSpeed);
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VertexShaderManager::TranslateView(0.0f, 0.0f, debugSpeed);
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else if (IsHotkey(event, HK_FREELOOK_LEFT))
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else if (IsHotkey(event, HK_FREELOOK_LEFT))
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VertexShaderManager::TranslateView(debugSpeed, 0.0f);
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VertexShaderManager::TranslateView(debugSpeed, 0.0f);
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else if (IsHotkey(event, HK_FREELOOK_RIGHT))
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else if (IsHotkey(event, HK_FREELOOK_RIGHT))
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VertexShaderManager::TranslateView(-debugSpeed, 0.0f);
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VertexShaderManager::TranslateView(-debugSpeed, 0.0f);
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else if (IsHotkey(event, HK_FREELOOK_ZOOM_IN))
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else if (IsHotkey(event, HK_FREELOOK_ZOOM_IN))
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VertexShaderManager::TranslateView(0.0f, debugSpeed);
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VertexShaderManager::TranslateView(0.0f, debugSpeed);
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else if (IsHotkey(event, HK_FREELOOK_ZOOM_OUT))
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else if (IsHotkey(event, HK_FREELOOK_ZOOM_OUT))
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VertexShaderManager::TranslateView(0.0f, -debugSpeed);
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VertexShaderManager::TranslateView(0.0f, -debugSpeed);
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else if (IsHotkey(event, HK_FREELOOK_RESET))
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else if (IsHotkey(event, HK_FREELOOK_RESET))
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VertexShaderManager::ResetView();
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VertexShaderManager::ResetView();
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}
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}
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}
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}
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}
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