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the luxuries of a modern C compiler
[carveJwlIkooP6JGAAIwe30JlM.git]
/
player_common.c
diff --git
a/player_common.c
b/player_common.c
index f807e3a580f2213b41700d96fc85b9c7e15d73ef..22c26a280524f8d75f5c30bfa64d76fbfe93664d 100644
(file)
--- a/
player_common.c
+++ b/
player_common.c
@@
-5,6
+5,7
@@
#include "player.h"
#include "conf.h"
#include "input.h"
#include "player.h"
#include "conf.h"
#include "input.h"
+#include "menu.h"
VG_STATIC float
k_cam_spring = 20.0f,
VG_STATIC float
k_cam_spring = 20.0f,
@@
-48,7
+49,7
@@
VG_STATIC void player_camera_portal_correction( player_instance *player )
vg_success( "Plane cleared\n" );
player_apply_transport_to_cam( player->gate_waiting->transport );
player->gate_waiting = NULL;
vg_success( "Plane cleared\n" );
player_apply_transport_to_cam( player->gate_waiting->transport );
player->gate_waiting = NULL;
- player->viewable_world =
get_active_world
();
+ player->viewable_world =
world_current_instance
();
}
else{
/* de-transform camera and player back */
}
else{
/* de-transform camera and player back */
@@
-62,8
+63,6
@@
VG_STATIC void player_camera_portal_correction( player_instance *player )
}
}
}
}
-static v3f TEMP_TPV_EXTRA;
-
VG_STATIC void player__cam_iterate( player_instance *player )
{
struct player_avatar *av = player->playeravatar;
VG_STATIC void player__cam_iterate( player_instance *player )
{
struct player_avatar *av = player->playeravatar;
@@
-239,23
+238,23
@@
VG_STATIC void player_look( player_instance *player, v3f angles )
{
if( vg_ui.wants_mouse ) return;
{
if( vg_ui.wants_mouse ) return;
+ float sensitivity = 1.0f-menu.factive;
+
angles[2] = 0.0f;
v2f mouse_input;
v2_copy( vg.mouse_delta, mouse_input );
angles[2] = 0.0f;
v2f mouse_input;
v2_copy( vg.mouse_delta, mouse_input );
- if( cl_invert_y )
- mouse_input[1] *= -1.0f;
- v2_muladds( angles, mouse_input, 0.0025f, angles );
+ if( cl_invert_y ) mouse_input[1] *= -1.0f;
+ v2_muladds( angles, mouse_input, 0.0025f * sensitivity, angles );
v2f jlook;
joystick_state( k_srjoystick_look, jlook );
v2f jlook;
joystick_state( k_srjoystick_look, jlook );
- angles[0] += jlook[0] * vg.time_delta * 4.0f;
+ angles[0] += jlook[0] * vg.time_delta * 4.0f
* sensitivity
;
float input_y = jlook[1] * vg.time_delta * 4.0f;
float input_y = jlook[1] * vg.time_delta * 4.0f;
- if( cl_invert_y )
- input_y *= -1.0f;
+ if( cl_invert_y ) input_y *= -1.0f;
- angles[1] += input_y;
+ angles[1] += input_y
* sensitivity
;
angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
}
angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
}