player_camera_portal_correction( player );
}
-VG_STATIC void player_look( player_instance *player, v3f angles )
-{
+VG_STATIC void player_look( v3f angles, float speed ){
if( vg_ui.wants_mouse ) return;
- float sensitivity = skaterift.time_rate;
-
angles[2] = 0.0f;
v2f mouse_input;
v2_copy( vg.mouse_delta, mouse_input );
if( k_invert_y ) mouse_input[1] *= -1.0f;
- v2_muladds( angles, mouse_input, 0.0025f * sensitivity, angles );
+ v2_muladds( angles, mouse_input, 0.0025f * speed, angles );
v2f jlook;
joystick_state( k_srjoystick_look, jlook );
- angles[0] += jlook[0] * vg.time_delta * 4.0f * sensitivity;
- float input_y = jlook[1] * vg.time_delta * 4.0f;
+ angles[0] += jlook[0] * vg.time_frame_delta * 4.0f * speed;
+ float input_y = jlook[1] * vg.time_frame_delta * 4.0f;
if( k_invert_y ) input_y *= -1.0f;
- angles[1] += input_y * sensitivity;
+ angles[1] += input_y * speed;
angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
}