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| author | Magnus Auvinen <magnus.auvinen@gmail.com> | 2008-03-18 01:56:43 +0000 |
|---|---|---|
| committer | Magnus Auvinen <magnus.auvinen@gmail.com> | 2008-03-18 01:56:43 +0000 |
| commit | 66ec159da76203d83915e903b8aa6438f9971fd6 (patch) | |
| tree | 52fceadae2bca9529fab6cb9a98b3d0bf16d6249 | |
| parent | 36c9bc5bb9746ca62c97f563ca03765595a360ad (diff) | |
| download | zcatch-66ec159da76203d83915e903b8aa6438f9971fd6.tar.gz zcatch-66ec159da76203d83915e903b8aa6438f9971fd6.zip | |
better fix for the camera jerk of the emoticon selector
| -rw-r--r-- | src/game/client/gc_client.cpp | 14 |
1 files changed, 8 insertions, 6 deletions
diff --git a/src/game/client/gc_client.cpp b/src/game/client/gc_client.cpp index b7b39272..6bb6f582 100644 --- a/src/game/client/gc_client.cpp +++ b/src/game/client/gc_client.cpp @@ -850,16 +850,18 @@ void render_game() float deadzone = config.cl_mouse_deadzone; float follow_factor = config.cl_mouse_followfactor/100.0f; float mouse_max = min(camera_max_distance/follow_factor + deadzone, (float)config.cl_mouse_max_distance); - - // TODO: static works, but kinda ugly, it's so that the camera doesn't jerkoff when we wanna select emote - static vec2 camera_offset(0, 0); + vec2 camera_offset(0, 0); // fetch new input - if(!menu_active && !emoticon_selector_active) + if(!menu_active) { int x, y; - inp_mouse_relative(&x, &y); - mouse_pos += vec2(x, y); + if(!emoticon_selector_active) + { + inp_mouse_relative(&x, &y); + mouse_pos += vec2(x, y); + } + if(spectate) { if(mouse_pos.x < 200.0f) mouse_pos.x = 200.0f; |