// GPC Online Library
// wiimote_for_all_call_of_duty__and_all_plateform.gpc
/*WiiMot3
_____
|o |
| _|_ |
| | |
| (A) |
|- * +|
| ::: |
| ::: |
| ::: |
| 1 |
| 2 |
|_____|
WiiMot3*/
// Wiimote for Call of Duty By WiiMot3
unmap ALL_REMAPS;
define CROUCH = PS3_R3;
define PIPBOY = PS3_CIRCLE;
remap WII_HOME -> PS3_SQUARE;
remap WII_MINUS -> PS3_L1;
remap WII_PLUS -> PS3_R1;
remap WII_ONE -> PS3_TRIANGLE;
remap WII_C -> PS3_L2;
remap WII_Z -> PS3_L3;
remap WII_NX -> PS3_LX;
remap WII_NY -> PS3_LY;
remap WII_UP -> PS3_UP;
remap WII_DOWN -> PS3_DOWN;
remap WII_LEFT -> PS3_LEFT;
remap WII_RIGHT -> PS3_RIGHT;
remap WII_B -> PS3_R2;
remap WII_A -> PS3_CROSS;
remap WII_IRX -> PS3_RX;
remap WII_IRY -> PS3_RY;
remap WII_RT -> CROUCH;
remap WII_ZR -> PIPBOY;
remap WII_RX -> PS3_SELECT;
remap WII_RY -> PS3_START;
remap WII_X -> PS3_PS;
unmap PS3_ACCX;
unmap PS3_ACCY;
unmap PS3_ACCZ;
main {
// wiimote out of reach of sensorbar
if(wiir_offscreen())
{
// PS3 RXY = Wiimote IRXY
sensitivity(WII_IRY , NOT_USE, 100);
sensitivity(WII_IRX , NOT_USE, 100);
deadzone(WII_IRX, WII_IRY, DZ_CIRCLE, 30);
stickize(PS3_RX, PS3_RY, 141);
}
// PS3 RXY = Wiimote IRXY
set_val(WII_IRX, inv(get_val(WII_IRX)));
sensitivity(WII_IRX , 40, 100);
sensitivity(WII_IRY , 40, 100);
deadzone(WII_IRX, WII_IRY, DZ_CIRCLE, 30);
stickize(PS3_RX, PS3_RY, 141);
// PS3 LXY = Nunchuck NXY
sensitivity(WII_NX , NOT_USE, 150);
sensitivity(WII_NY , NOT_USE, 150);
deadzone(WII_NX, WII_NY, DZ_CIRCLE,5);
stickize(PS3_LX, PS3_LY, 141);
// Change view/Workshop
if ((get_val(WII_ONE)) && (get_val(WII_TWO))){
set_val(WII_ONE, 0);
set_val(WII_TWO, 0);
combo_stop(start);
set_val(WII_X, 0);
set_val(WII_RX, 100);}
// Reload
if ((get_val(WII_ACCZ) > 15)&&(get_val(WII_ACCY) < 15)) {
combo_run(Reload);}
// Crouch
if ((get_val(WII_MINUS)) && (get_val(WII_PLUS))){
set_val(WII_MINUS, 0);
set_val(WII_PLUS, 0);
set_val(WII_RT, 100):}
// PIPBOY
if ((get_val(WII_DOWN)) && (get_val(WII_A))){
set_val(WII_A, 0);
set_val(WII_DOWN, 0);
set_val(WII_ZR, 100);}
// Select/Start/PS
set_led(LED_1, 0);
set_led(LED_2, 0);
set_led(LED_3, 0);
if (get_led(LED_1) == 0) {
if(get_val(WII_TWO) && (get_ptime(WII_TWO) > 200)) {
set_val(WII_X, 100);
set_led(LED_3, 1);}
if(event_release(WII_TWO) && ((get_ptime(WII_TWO) > 0) && (get_ptime(WII_TWO) < 200))) {
combo_run(select);}}
}
combo Reload {
set_val(WII_HOME, 100);
set_rumble(RUMBLE_B, 100);
wait(100);
set_val(WII_HOME, 0);
set_rumble(RUMBLE_B, 0);}
combo select {
set_led(LED_1, 1);
if (get_led(LED_1) == 1) {
if(get_val(WII_TWO)) {
combo_run(start);}}
wait(200);
set_val(WII_RX, 100);
wait(200);}
combo start {
set_led(LED_2, 1);
set_val(WII_RY, 100);
combo_stop(select);
wait(200);}