fix: input actually works when used in the game project

fix: now it also compiles using vs 2012 build tools
This commit is contained in:
Patoke
2026-03-01 05:37:54 -03:00
parent d3fe70c9fe
commit 4b7769987d
2 changed files with 6 additions and 9 deletions
+4 -4
View File
@@ -56,8 +56,8 @@ void CInput::Initialise(int iInputStateC, unsigned char ucMapC, unsigned char uc
m_JoypadMap[i] = (unsigned int*)operator new[](ucActionC * sizeof(int));
}
m_ucMapC = ucMapC;
m_ucActionC = ucActionC;
m_ucJoypadMapC = ucMapC;
m_ucJoypadMapActionC = ucActionC;
m_ucMenuActionC = ucMenuActionC;
m_bJoypadMapArrayIsSetup = false;
@@ -282,7 +282,7 @@ unsigned char CInput::GetJoypadMapVal(int iPad)
void CInput::SetJoypadStickAxisMap(int iPad, unsigned int uiFrom, unsigned int uiTo)
{
float* pfTo{};
float* pfTo = nullptr;
switch (uiTo)
{
@@ -319,7 +319,7 @@ void CInput::SetJoypadStickAxisMap(int iPad, unsigned int uiFrom, unsigned int u
void CInput::SetJoypadStickTriggerMap(int iPad, unsigned int uiFrom, unsigned int uiTo)
{
unsigned char* pucTo{};
unsigned char* pucTo = nullptr;
switch (uiTo)
{