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add bInvertLook4Pad from VC (doesn't get saved yet)
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8614f68620
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@ -5404,6 +5404,11 @@ CMenuManager::ProcessOnOffMenuOptions()
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DMAudio.PlayFrontEndSound(SOUND_FRONTEND_MENU_SETTING_CHANGE, 0);
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SaveSettings();
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break;
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#ifdef INVERT_LOOK_FOR_PAD
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case MENUACTION_INVERTPADY:
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CPad::bInvertLook4Pad = !CPad::bInvertLook4Pad;
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break;
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#endif
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}
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}
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@ -383,6 +383,9 @@ enum eMenuAction
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//#ifdef NO_ISLAND_LOADING
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// MENUACTION_ISLANDLOADING,
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//#endif
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#ifdef INVERT_LOOK_FOR_PAD
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MENUACTION_INVERTPADY,
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#endif
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};
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enum eCheckHover
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@ -59,6 +59,9 @@ bool CPad::bDisplayNoControllerMessage;
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bool CPad::bObsoleteControllerMessage;
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bool CPad::bOldDisplayNoControllerMessage;
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bool CPad::m_bMapPadOneToPadTwo;
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#ifdef INVERT_LOOK_FOR_PAD
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bool CPad::bInvertLook4Pad;
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#endif
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#ifdef GTA_PS2
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unsigned char act_direct[6];
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unsigned char act_align[6];
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@ -2534,10 +2537,20 @@ int16 CPad::SniperModeLookLeftRight(void)
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int16 CPad::SniperModeLookUpDown(void)
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{
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int16 axis = NewState.LeftStickY;
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int16 dpad;
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#ifdef FIX_BUGS
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axis = -axis;
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#endif
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int16 dpad = (NewState.DPadUp - NewState.DPadDown) / 2;
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#ifndef INVERT_LOOK_FOR_PAD
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dpad = (NewState.DPadUp - NewState.DPadDown) / 2;
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#else
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if (CPad::bInvertLook4Pad) {
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axis = -axis;
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dpad = (NewState.DPadDown - NewState.DPadUp) / 2;
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} else {
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dpad = (NewState.DPadUp - NewState.DPadDown) / 2;
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}
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#endif
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if ( Abs(axis) > Abs(dpad) )
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return axis;
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@ -2567,6 +2580,10 @@ int16 CPad::LookAroundUpDown(void)
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#ifdef FIX_BUGS
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axis = -axis;
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#endif
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#ifdef INVERT_LOOK_FOR_PAD
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if (CPad::bInvertLook4Pad)
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axis = -axis;
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#endif
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if ( Abs(axis) > 85 && !GetLookBehindForPed() )
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return (int16) ( (axis + ( ( axis > 0 ) ? -85 : 85) )
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@ -170,6 +170,9 @@ public:
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static bool bObsoleteControllerMessage;
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static bool bOldDisplayNoControllerMessage;
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static bool m_bMapPadOneToPadTwo;
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#ifdef INVERT_LOOK_FOR_PAD
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static bool bInvertLook4Pad;
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#endif
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static CKeyboardState OldKeyState;
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static CKeyboardState NewKeyState;
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@ -259,6 +259,7 @@ enum Config {
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#define REGISTER_START_BUTTON
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//#define BIND_VEHICLE_FIREWEAPON // Adds ability to rebind fire key for 'in vehicle' controls
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#define BUTTON_ICONS // use textures to show controller buttons
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#define INVERT_LOOK_FOR_PAD // add bInvertLook4Pad from VC
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// Hud, frontend and radar
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#define HUD_ENHANCEMENTS // Adjusts some aspects to make the HUD look/behave a little bit better.
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