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- Make rotscrnang return to zero at same speed as look_ang.
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1 changed files with 2 additions and 3 deletions
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@ -42,8 +42,7 @@ enum
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static constexpr double YAW_TURNSPEEDS[3] = { 41.1987304, 156.555175, 272.24121 };
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static constexpr double YAW_PREAMBLESCALE = YAW_TURNSPEEDS[0] / YAW_TURNSPEEDS[1];
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static constexpr DAngle YAW_LOOKINGSPEED = DAngle::fromDeg(801.5625);
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static constexpr DAngle YAW_ROTATESPEED = DAngle::fromDeg(126.5625);
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static constexpr DAngle YAW_ROTATERETURN = DAngle::fromDeg(15.);
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static constexpr DAngle YAW_ROTATESPEED = DAngle::fromDeg(63.28125);
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static constexpr DAngle YAW_LOOKRETURN = DAngle::fromDeg(7.5);
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static constexpr DAngle YAW_SPINSTAND = DAngle::fromDeg(675.);
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static constexpr DAngle YAW_SPINCROUCH = YAW_SPINSTAND * 0.5;
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@ -221,7 +220,7 @@ void PlayerHorizon::applyinput(float const horz, ESyncBits* actions, double cons
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void PlayerAngle::applyinput(float const avel, ESyncBits* actions, double const scaleAdjust)
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{
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// Process angle return to zeros.
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scaletozero(rotscrnang, YAW_ROTATERETURN, scaleAdjust);
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scaletozero(rotscrnang, YAW_LOOKRETURN, scaleAdjust);
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scaletozero(look_ang, YAW_LOOKRETURN, scaleAdjust);
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// Process keyboard input.
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