Diff
checker
Texto
Texto
Imagens
Documentos
Excel
Pastas
Legal
Enterprise
Aplicativo para desktop
Preços
Fazer login
Baixar o Diffchecker Desktop
Comparar texto
Encontre a diferença entre dois arquivos de texto
Ferramentas
Histórico
Editor live
Recolher inalteradas
Sem quebra de linha
Layout
Dividido
Unificado
Nível de detalhe
Inteligente
Palavra
Caractere
Realce de sintaxe
Escolher sintaxe
Ignorar
Transformar texto
Ir à primeira mudança
Editar entrada
Diffchecker Desktop
A maneira mais segura de usar o Diffchecker. Obtenha o aplicativo Diffchecker Desktop: seus diffs nunca saem do seu computador!
Obter Desktop
Untitled diff
Criado
há 7 anos
O diff nunca expira
Limpar
Exportar
Compartilhar
Explicar
3 remoções
Linhas
Total
Removido
Caracteres
Total
Removido
Para continuar usando este recurso, atualize para
Diff
checker
Pro
Ver preços
44 linhas
Copiar tudo
4 adições
Linhas
Total
Adicionado
Caracteres
Total
Adicionado
Para continuar usando este recurso, atualize para
Diff
checker
Pro
Ver preços
45 linhas
Copiar tudo
Copiar
Copiado
Copiar
Copiado
#include <keyboard.gph>
// TOGGLES
// TOGGLES
bool bAntiRecoil = TRUE;
bool bAntiRecoil = TRUE;
bool key_f2_event; // F2
bool key_f2_event; // F2
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// VARIABLES & DEFINES [SETTINGS]
// VARIABLES & DEFINES [SETTINGS]
Copiar
Copiado
Copiar
Copiado
#define StickNoise 4.32
fix32 RECOIL_V = 4.5; // Adjust Vertical Anti-Recoil //
fix32 RECOIL_V = 4.5; // Adjust Vertical Anti-Recoil //
fix32 RECOIL_H = 0.0; // Adjust Horizontal Anti-Recoil //
fix32 RECOIL_H = 0.0; // Adjust Horizontal Anti-Recoil //
Copiar
Copiado
Copiar
Copiado
#define ANTI_RECOIL_KEY KEY_F2 // F2 " Anti-Recoil //
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Anti-Recoil
// Anti-Recoil
main {
main {
// toggle
// toggle
if(key_status(ANTI_RECOIL_KEY)) {
if(key_status(ANTI_RECOIL_KEY)) {
if(!key_f2_event) {
if(!key_f2_event) {
key_f2_event = TRUE;
key_f2_event = TRUE;
bAntiRecoil = !bAntiRecoil;
bAntiRecoil = !bAntiRecoil;
}
}
} else key_f2_event = FALSE;
} else key_f2_event = FALSE;
if (bAntiRecoil && get_val(BUTTON_5)) {
if (bAntiRecoil && get_val(BUTTON_5)) {
// Remove small unwanted movement as your controller sticks may not return to zero exactly after release.
// Remove small unwanted movement as your controller sticks may not return to zero exactly after release.
if(abs(get_actual(STICK_1_X)) < StickNoise) { set_val(STICK_1_X, 0.0); }
if(abs(get_actual(STICK_1_X)) < StickNoise) { set_val(STICK_1_X, 0.0); }
if(abs(get_actual(STICK_1_Y)) < StickNoise) { set_val(STICK_1_Y, 0.0); }
if(abs(get_actual(STICK_1_Y)) < StickNoise) { set_val(STICK_1_Y, 0.0); }
AntiRecoil(STICK_1_Y,RECOIL_V); // Y Axis - vertical recoil compensation
AntiRecoil(STICK_1_Y,RECOIL_V); // Y Axis - vertical recoil compensation
AntiRecoil(STICK_1_X,RECOIL_H); // X Axis - horizontal recoil compensation
AntiRecoil(STICK_1_X,RECOIL_H); // X Axis - horizontal recoil compensation
}
}
Copiar
Copiado
Copiar
Copiado
}
// this is the function applying the anti recoil
// this is the function applying the anti recoil
void AntiRecoil (uint8 axis, fix32 recoil)
void AntiRecoil (uint8 axis, fix32 recoil)
{
{
fix32 RY = get_actual(STICK_1_Y); // read the actual stick y value
fix32 RY = get_actual(STICK_1_Y); // read the actual stick y value
fix32 RX = get_actual(STICK_1_X); // read the actual sitck x value
fix32 RX = get_actual(STICK_1_X); // read the actual sitck x value
// only apply anti recoil if the actual movement of x&y is lower than the recoil to apply
// only apply anti recoil if the actual movement of x&y is lower than the recoil to apply
if (get_val(BUTTON_5) && (sqrt(RX*RX + RY*RY)) <= abs(recoil))
if (get_val(BUTTON_5) && (sqrt(RX*RX + RY*RY)) <= abs(recoil))
{
{
if(abs(RY) <= abs(recoil)) // only apply when y movement is lower than the recoil to apply
if(abs(RY) <= abs(recoil)) // only apply when y movement is lower than the recoil to apply
{
{
set_val(axis,(recoil * (100.0 - abs(get_val(axis)))) / 100.0 + get_val(axis));
set_val(axis,(recoil * (100.0 - abs(get_val(axis)))) / 100.0 + get_val(axis));
}
}
}
}
}
}
Copiar
Copiado
Copiar
Copiado
}
Diferenças salvas
Texto original
Abrir arquivo
// TOGGLES bool bAntiRecoil = TRUE; bool key_f2_event; // F2 ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // VARIABLES & DEFINES [SETTINGS] fix32 RECOIL_V = 4.5; // Adjust Vertical Anti-Recoil // fix32 RECOIL_H = 0.0; // Adjust Horizontal Anti-Recoil // ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Anti-Recoil main { // toggle if(key_status(ANTI_RECOIL_KEY)) { if(!key_f2_event) { key_f2_event = TRUE; bAntiRecoil = !bAntiRecoil; } } else key_f2_event = FALSE; if (bAntiRecoil && get_val(BUTTON_5)) { // Remove small unwanted movement as your controller sticks may not return to zero exactly after release. if(abs(get_actual(STICK_1_X)) < StickNoise) { set_val(STICK_1_X, 0.0); } if(abs(get_actual(STICK_1_Y)) < StickNoise) { set_val(STICK_1_Y, 0.0); } AntiRecoil(STICK_1_Y,RECOIL_V); // Y Axis - vertical recoil compensation AntiRecoil(STICK_1_X,RECOIL_H); // X Axis - horizontal recoil compensation } // this is the function applying the anti recoil void AntiRecoil (uint8 axis, fix32 recoil) { fix32 RY = get_actual(STICK_1_Y); // read the actual stick y value fix32 RX = get_actual(STICK_1_X); // read the actual sitck x value // only apply anti recoil if the actual movement of x&y is lower than the recoil to apply if (get_val(BUTTON_5) && (sqrt(RX*RX + RY*RY)) <= abs(recoil)) { if(abs(RY) <= abs(recoil)) // only apply when y movement is lower than the recoil to apply { set_val(axis,(recoil * (100.0 - abs(get_val(axis)))) / 100.0 + get_val(axis)); } } } }
Texto alterado
Abrir arquivo
#include <keyboard.gph> // TOGGLES bool bAntiRecoil = TRUE; bool key_f2_event; // F2 ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // VARIABLES & DEFINES [SETTINGS] #define StickNoise 4.32 fix32 RECOIL_V = 4.5; // Adjust Vertical Anti-Recoil // fix32 RECOIL_H = 0.0; // Adjust Horizontal Anti-Recoil // #define ANTI_RECOIL_KEY KEY_F2 // F2 " Anti-Recoil // ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Anti-Recoil main { // toggle if(key_status(ANTI_RECOIL_KEY)) { if(!key_f2_event) { key_f2_event = TRUE; bAntiRecoil = !bAntiRecoil; } } else key_f2_event = FALSE; if (bAntiRecoil && get_val(BUTTON_5)) { // Remove small unwanted movement as your controller sticks may not return to zero exactly after release. if(abs(get_actual(STICK_1_X)) < StickNoise) { set_val(STICK_1_X, 0.0); } if(abs(get_actual(STICK_1_Y)) < StickNoise) { set_val(STICK_1_Y, 0.0); } AntiRecoil(STICK_1_Y,RECOIL_V); // Y Axis - vertical recoil compensation AntiRecoil(STICK_1_X,RECOIL_H); // X Axis - horizontal recoil compensation } } // this is the function applying the anti recoil void AntiRecoil (uint8 axis, fix32 recoil) { fix32 RY = get_actual(STICK_1_Y); // read the actual stick y value fix32 RX = get_actual(STICK_1_X); // read the actual sitck x value // only apply anti recoil if the actual movement of x&y is lower than the recoil to apply if (get_val(BUTTON_5) && (sqrt(RX*RX + RY*RY)) <= abs(recoil)) { if(abs(RY) <= abs(recoil)) // only apply when y movement is lower than the recoil to apply { set_val(axis,(recoil * (100.0 - abs(get_val(axis)))) / 100.0 + get_val(axis)); } } }
Encontrar Diferença