different accel algorithm

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@4758 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
Lee Salzman
2010-01-10 06:11:40 +00:00
parent d959cdb9cc
commit d557dde043
+4 -11
View File
@@ -743,23 +743,16 @@ void fixcamerarange(physent *cam)
FVARP(sensitivity, 1e-3f, 3.0f, 1000.0f);
FVARP(sensitivityscale, 1e-3f, 1, 1000);
VARP(invmouse, 0, 0, 1);
FVARP(mouseaccel, 0, 0, 1000);
FVARP(mouseaccelmax, 0, 0, 1000);
FVARP(mouseaccelrate, 0, 5, 10000);
FVARP(mouseaccel, 0, 0, 10);
void mousemove(int dx, int dy)
{
if(intermission) return;
if(player1->isspectating() && player1->spectatemode==SM_FOLLOW1ST) return;
float cursens = sensitivity/(33.0f*sensitivityscale); // try match quake sens
if(mouseaccel && mouseaccelrate && curtime && (dx || dy))
{
float dist = (dx*dx + dy*dy)/mouseaccelrate,
accel = 1 + pow(dist/curtime, mouseaccel)/dist;
if(mouseaccelmax) accel = min(accel, mouseaccelmax);
cursens *= accel;
}
float cursens = sensitivity;
if(mouseaccel && curtime && (dx || dy)) cursens += mouseaccel * sqrtf(dx*dx + dy*dy)/curtime;
cursens /= 33.0f*sensitivityscale;
camera1->yaw += dx*cursens;
camera1->pitch -= dy*cursens*(invmouse ? -1 : 1);
fixcamerarange();