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authorMagnus Auvinen <magnus.auvinen@gmail.com>2008-03-18 01:56:43 +0000
committerMagnus Auvinen <magnus.auvinen@gmail.com>2008-03-18 01:56:43 +0000
commit66ec159da76203d83915e903b8aa6438f9971fd6 (patch)
tree52fceadae2bca9529fab6cb9a98b3d0bf16d6249 /src/game
parent36c9bc5bb9746ca62c97f563ca03765595a360ad (diff)
downloadzcatch-66ec159da76203d83915e903b8aa6438f9971fd6.tar.gz
zcatch-66ec159da76203d83915e903b8aa6438f9971fd6.zip
better fix for the camera jerk of the emoticon selector
Diffstat (limited to 'src/game')
-rw-r--r--src/game/client/gc_client.cpp14
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;