/*WiiMot3
_____
|o |
| _|_ |
| | |
| (A) |
|- * +|
| ::: | WIIMOTE FOR Call of Duty By WiiMot3 (2017) [Vers 1.00]
| ::: |
| ::: |
| 1 |
| 2 |
|_____|
WiiMot3*/
unmap ALL_REMAPS;
remap WII_C -> PS4_L2;
remap WII_Z -> PS4_L3;
remap WII_NX -> PS4_LX;
remap WII_NY -> PS4_LY;
remap WII_IRX -> PS4_RX;
remap WII_IRY -> PS4_RY;
remap WII_UP -> PS4_UP;
// remap WII_DOWN -> ;
remap WII_LEFT -> PS4_LEFT;
remap WII_RIGHT -> PS4_RIGHT;
remap WII_B -> PS4_R2;
remap WII_A -> PS4_CROSS;
remap WII_MINUS -> PS4_R1;
remap WII_HOME -> PS4_SQUARE;
remap WII_PLUS -> PS4_L1;
// remap WII_ONE -> ;
// remap WII_TWO -> ;
remap WII_ACCX -> PS4_R3;
// remap WII_ACCY -> ;
// remap WII_ACCZ -> ;
// remap WII_ACCNX -> ;
// remap WII_ACCNY -> ;
remap WII_ACCNZ -> PS4_CIRCLE;
remap WII_RT -> PS4_TRIANGLE;
remap WII_ZR -> PS4_DOWN;
remap WII_RX -> PS4_SHARE;
remap WII_RY -> PS4_TOUCH;
remap WII_X -> PS4_PS;
remap WII_Y -> PS4_OPTIONS;
int Position;
int IR_OFF;
main {
// Nunchuk (Joystick)
sensitivity(WII_NX , NOT_USE, 150);
sensitivity(WII_NY , NOT_USE, 150);
stickize(PS4_LX, PS4_LY, 100);
deadzone(WII_NX, WII_NY, DZ_CIRCLE, 10);
// Wiimote (IR)
set_val(WII_IRX, inv(get_val(WII_IRX)));
sensitivity(WII_IRX , NOT_USE, 110);
sensitivity(WII_IRY , NOT_USE, 110);
deadzone(WII_IRX, WII_IRY, DZ_CIRCLE, 12);
stickize(PS4_RX, PS4_RY, 129);
// Switch Weapon/Down
if(get_val(WII_DOWN) && (get_ptime(WII_DOWN) > 250)) {
set_val(WII_ZR, 100);}
if(event_release(WII_DOWN) && ((get_ptime(WII_DOWN) > 0) && (get_ptime(WII_DOWN) < 250))) {
combo_run(Switch);}
// Cut
if (get_val(WII_ACCX) > 45){
combo_run(Cut);}else{set_val(WII_ACCX, 0);}
// Reload
if (get_val(WII_ACCZ) > 30) {
combo_run(Reload);}
// Crouch/Prone
if (get_val(WII_Z)){
if (get_val(WII_ACCNZ) > 15){
combo_run(Prone);}}else{
if (get_val(WII_ACCNZ) > 15){combo_run(Crouch);}}
if ((event_release(WII_Z))||(get_val(WII_A))){Position = 0;}
if (Position == 1){if (get_val(WII_ACCNZ) > 15){combo_run(Prone);}}
if (Position == 2){set_val(WII_ACCNZ, 100);}else{set_val(WII_ACCNZ, 0);}
// Touch/Share
if(get_val(WII_ONE) && (get_ptime(WII_ONE) > 250)) {
set_val(WII_RX, 100);}
if(event_release(WII_ONE) && ((get_ptime(WII_ONE) > 0) && (get_ptime(WII_ONE) < 250))) {
combo_run(Share);}
// Option/PS
if(get_val(WII_TWO) && (get_ptime(WII_TWO) > 250)) {
set_val(WII_X, 100);}
if(event_release(WII_TWO) && ((get_ptime(WII_TWO) > 0) && (get_ptime(WII_TWO) < 250))) {
combo_run(Option);}
// IR OFF
if(wiir_offscreen()) {
IR_OFF = IR_OFF+1;
if (IR_OFF >= 300){IR_OFF = 300;}}else{IR_OFF = 0;}
if(IR_OFF >= 300) {
set_val(WII_IRX, 0);
set_val(WII_IRY, 0);}
}
combo Switch {
set_val(WII_RT, 100);
wait(100);
set_val(WII_RT, 0);}
combo Cut {
set_val(WII_ACCX, 100);
set_rumble(RUMBLE_B, 100);
wait(100);
set_val(WII_ACCX, 0);
set_rumble(RUMBLE_B, 0);}
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 Crouch {
set_val(WII_ACCNZ, 100);
set_rumble(RUMBLE_A, 100);
wait(200);
set_val(WII_ACCNZ, 0);
set_rumble(RUMBLE_A, 0);
Position = 1;}
combo Prone {
set_val(WII_ACCNZ, 100);
set_rumble(RUMBLE_A, 100);
wait(300);
set_val(WII_ACCNZ, 100);
set_rumble(RUMBLE_A, 0);
wait(100);
set_val(WII_ACCNZ, 0);
Position = 0;}
combo Share {
set_val(WII_RY, 100);
wait(100);
set_val(WII_RY, 0);}
combo Option {
set_val(WII_Y, 100);
wait(100);
set_val(WII_Y, 0);}