#include "Runtime/Input/CRumbleManager.hpp" #include "Runtime/CGameState.hpp" #include "Runtime/CStateManager.hpp" #include "Runtime/GameGlobalObjects.hpp" #include "Runtime/Input/RumbleFxTable.hpp" #include "Runtime/World/CPlayer.hpp" namespace urde { s16 CRumbleManager::Rumble(CStateManager& mgr, const zeus::CVector3f& pos, ERumbleFxId fx, float dist, ERumblePriority priority) { if (zeus::close_enough(dist, 0.f)) return -1; zeus::CVector3f delta = mgr.GetPlayer().GetTranslation() - pos; if (delta.magSquared() < dist * dist) return Rumble(mgr, fx, 1.f - delta.magnitude() / dist, priority); return -1; } s16 CRumbleManager::Rumble(CStateManager& mgr, ERumbleFxId fx, float gain, ERumblePriority priority) { if (g_GameState->GameOptions().GetIsRumbleEnabled()) return x0_rumbleGenerator.Rumble(RumbleFxTable[size_t(fx)], gain, priority, EIOPort::Zero); return -1; } } // namespace urde