/*WiiMot3
_____
|o |
| _|_ |
| | |
| (A) |
|- * +|
| ::: |
| ::: |
| ::: |
| 1 |
| 2 |
|_____|
WiiMot3*/
// Wiimote for Call of Duty By WiiMot3
unmap ALL_REMAPS;
define STANDING = 1;
define CROUCH = 2;
define PRONE = 3;
define PS = PS3_PS;
define SELECT = PS3_SELECT;
define START = PS3_START;
define MELEE_ATTACK = PS3_R3;
define STANDING_PRONE = PS3_CIRCLE;
remap WII_HOME -> PS3_SQUARE;
remap WII_MINUS -> PS3_R1;
remap WII_PLUS -> PS3_L1;
remap WII_ONE -> PS3_DOWN;
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_TRIANGLE;
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 -> MELEE_ATTACK;
remap WII_ZR -> STANDING_PRONE;
remap WII_RX -> PS3_SELECT;
remap WII_RY -> PS3_START;
remap WII_X -> PS3_PS;
unmap PS3_ACCX;
unmap PS3_ACCY;
unmap PS3_ACCZ;
int turn = STANDING;
main {
// 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);
// Swap for cancel throw
if ((get_val(WII_MINUS)) || (get_val(WII_PLUS))){
swap(WII_DOWN, WII_C);}
// Reload
if ((get_val(WII_ACCZ) > 15)&&(get_val(WII_ACCY) < 15)) {
combo_run(Reload);}
// Cut
if ((get_val(WII_ACCX) > 20)&&(get_val(WII_ACCY) > 20)){
combo_run(Cut);}
// Crouch/Prone
if (get_val(WII_Z)){
if (get_val(WII_ACCNZ) > 10){
combo_run(prone3);
turn = PRONE;}}
if ((event_release(WII_Z))||(get_val(WII_A))){
turn = STANDING;}
if (turn == PRONE){
set_val(WII_ZR, 100);}
if (turn == STANDING){
if (get_val(WII_ACCNZ) > 10){
combo_run(prone);}}
if (turn == CROUCH){
if (get_val(WII_ACCNZ) > 10){
combo_run(prone2);}}
// 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 Cut {
set_val(WII_RT, 100);
set_rumble(RUMBLE_B, 100);
wait(100);
set_val(WII_RT, 0);
set_rumble(RUMBLE_B, 0);}
combo prone {
set_val(WII_ZR, 100);
set_rumble(RUMBLE_A, 100);
wait(100);
set_rumble(RUMBLE_A, 0);
turn = CROUCH;}
combo prone2 {
set_val(WII_ZR, 100);
set_rumble(RUMBLE_A, 100);
wait(300);
set_val(WII_ZR, 100);
set_rumble(RUMBLE_A, 0);
wait(200);
turn = STANDING;}
combo prone3 {
set_rumble(RUMBLE_A, 100);
wait(300);
set_rumble(RUMBLE_A, 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);}