scope sensitivity scaling back to original feel

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@5841 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
flowtron
2010-11-13 23:09:18 +00:00
parent c836948436
commit 70a75fcf78
+4 -5
View File
@@ -919,16 +919,15 @@ void mousemove(int odx, int ody)
float cursens = sensitivity;
if(senst) {cursens=testsens;}
if(mouseaccel && curtime && (dx || dy)) cursens += 0.02f * mouseaccel * sqrtf(dx*dx + dy*dy)/curtime;
cursens /= 33.0f*sensitivityscale;
if( zooming(player1) )
{
extern float scopesensfunc;
cursens *= autoscopesens ? scopesensfunc : scopesensscale;
}
camera1->yaw += dx*cursens;
camera1->pitch -= dy*cursens*(invmouse ? -1 : 1);
float sensfactor = 33.0f*sensitivityscale; // the line below causes a changed value during scoping. example for 30-mickeys: AC-1.0 => 1.4272 and AC-1.1 => 1.410
//cursens /= 33.0f*sensitivityscale; // now it will be back to the original values
camera1->yaw += dx*cursens/sensfactor;
camera1->pitch -= dy*cursens*(invmouse ? -1 : 1)/sensfactor;
fixcamerarange();
if(camera1!=player1 && player1->spectatemode!=SM_DEATHCAM)
{