Changed order of modifier stack so that you can have autofire and non-autofire buttons mapped to the same event

This commit is contained in:
Ingo Ruhnke 2008-12-26 07:14:59 +01:00
parent 125e969ce4
commit a8fd28c640

View file

@ -1149,18 +1149,18 @@ void controller_loop(uInput* uinput, XboxGenericController* controller, CommandL
if (opts.square_axis)
apply_square_axis(msg);
if (!opts.button_map.empty())
apply_button_map(msg, opts.button_map);
if (!opts.axis_map.empty())
apply_axis_map(msg, opts.axis_map);
if (autofire_modifier.get())
autofire_modifier->update(delta, msg);
if (relative_axis_modifier.get())
relative_axis_modifier->update(delta, msg);
if (!opts.button_map.empty())
apply_button_map(msg, opts.button_map);
if (!opts.axis_map.empty())
apply_axis_map(msg, opts.axis_map);
if (memcmp(&msg, &oldmsg, sizeof(XboxGenericMsg)))
{ // Only send a new event out if something has changed,
// this is useful since some controllers send events