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- Slightly tune mouse formula in GameInput::processVehicle()
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1 changed files with 2 additions and 5 deletions
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@ -32,7 +32,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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//
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//---------------------------------------------------------------------------
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EXTERN_CVAR(Float, m_sensitivity_x)
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CVAR(Float, m_pitch, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
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CVAR(Float, m_yaw, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
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CVAR(Float, m_forward, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
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@ -187,18 +186,16 @@ void GameInput::processVehicle(PlayerAngles* const plrAngles, const float scaleA
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if (canTurn)
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{
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// Cancel out micro-movement
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mouseInput.X *= fabs(mouseInput.X) >= (m_sensitivity_x * 2.f);
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const auto kbdLeft = buttonMap.ButtonDown(gamefunc_Turn_Left) || buttonMap.ButtonDown(gamefunc_Strafe_Left);
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const auto kbdRight = buttonMap.ButtonDown(gamefunc_Turn_Right) || buttonMap.ButtonDown(gamefunc_Strafe_Right);
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const auto hidLeft = mouseInput.X < 0 || joyAxes[JOYAXIS_Yaw] > 0;
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const auto hidRight = mouseInput.X > 0 || joyAxes[JOYAXIS_Yaw] < 0;
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const auto kbdDir = kbdRight - kbdLeft;
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const auto turnVel = (!attenuate && (isTurboTurnTime() || hidLeft || hidRight)) ? (baseVel) : (baseVel * velScale);
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const auto mouseVel = abs(turnVel * mouseInput.X * m_yaw) * (45.f / 2048.f) / scaleAdjust;
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thisInput.avel += turnVel * -joyAxes[JOYAXIS_Yaw] + turnVel * kbdDir;
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thisInput.avel += sqrtf(abs(turnVel * mouseInput.X * m_yaw) * (45.f / 2048.f) / scaleAdjust) * Sgn(turnVel) * Sgn(mouseInput.X) * Sgn(m_yaw);
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thisInput.avel += ((mouseVel > 1) ? sqrtf(mouseVel) : mouseVel) * Sgn(turnVel) * Sgn(mouseInput.X) * Sgn(m_yaw);
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thisInput.avel *= scaleAdjust;
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if (kbdDir) updateTurnHeldAmt(scaleAdjust); else turnheldtime = 0;
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}
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