reordering cursens... init with sensitivity, then apply accel, then scale it, and then rescale it if scoping... thanks to Kirin for the work
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@5278 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -759,7 +759,6 @@ FVARP(mouseaccel, 0, 0, 1000);
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FVARP(mfilter, 0.0f, 0.0f, 6.0f);
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VARP(autoscopesens, 0, 0, 1);
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float fdx = 0, fdy = 0;
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int mousemillis=0;
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inline bool zooming(playerent *plx) { return (plx->weaponsel->type == GUN_SNIPER && ((sniperrifle *)plx->weaponsel)->scoped); }
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@@ -769,21 +768,24 @@ void mousemove(int odx, int ody)
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if(player1->isspectating() && player1->spectatemode==SM_FOLLOW1ST) return;
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float dx = odx, dy = ody;
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if(mfilter > 0.0f) {
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if(mfilter > 0.0f)
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{
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float k = mfilter * 0.1f;
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dx = fdx = dx * ( 1.0f - k ) + fdx * k;
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dy = fdy = dy * ( 1.0f - k ) + fdy * k;
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}
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if (odx || ody) mousemillis = totalmillis;
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float cursens = sensitivity/(33.0f*sensitivityscale);
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float cursens = sensitivity;
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if( zooming(player1) ) {
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if(mouseaccel && curtime && (dx || dy)) cursens += mouseaccel * sqrtf(dx*dx + dy*dy)/curtime;
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cursens /= 33.0f*sensitivityscale;
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if( zooming(player1) )
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{
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extern float fov; extern int scopefov;
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cursens *= autoscopesens ? (((float)scopefov)/fov) : scopesensscale;
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}
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if(mouseaccel && curtime && (dx || dy)) cursens += mouseaccel * sqrtf(dx*dx + dy*dy)/curtime;
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camera1->yaw += dx*cursens;
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camera1->pitch -= dy*cursens*(invmouse ? -1 : 1);
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fixcamerarange();
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