game_set_pos(dx, dy);
}
-static void play_loop_stick(int id, int a, float k)
+static void play_loop_stick(int id, int a, float v)
{
if (config_tst_d(CONFIG_JOYSTICK_AXIS_X, a))
- game_set_z(k);
+ game_set_z(v);
if (config_tst_d(CONFIG_JOYSTICK_AXIS_Y, a))
- game_set_x(k);
+ game_set_x(v);
if (config_tst_d(CONFIG_JOYSTICK_AXIS_U, a))
{
VIEWR_SET_R(0);
VIEWR_SET_L(0);
- if (k > 0) VIEWR_SET_R(k);
- if (k < 0) VIEWR_SET_L(k);
+ if (v > 0) VIEWR_SET_R(v);
+ if (v < 0) VIEWR_SET_L(v);
}
}
int STICK_BUMP;
-void st_stick(int a, float k)
+void st_stick(int a, float v)
{
static struct
{
/* Note the transition from centered to leaned position. */
STICK_BUMP = ((-0.5f <= p && p <= +0.5f) &&
- (k < -0.5f || +0.5f < k));
+ (v < -0.5f || +0.5f < v));
- axes[i].prev = k;
+ axes[i].prev = v;
if (config_get_d(*axes[i].inv))
- k = -k;
+ v = -v;
break;
}
if (state && state->stick)
- state->stick(state->gui_id, a, k);
+ state->stick(state->gui_id, a, v);
}
void st_angle(int x, int z)