Public feed #721822

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public text v1 · immutable
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·published 2007-10-01 15:43 UTC
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DWORD run_y;
DWORD cur_speed;
///Mouse Drop
float deriv[2] = { 0.0, 0.0 };
float last_angle[2] = { 0.0f, 0.0f };
double integral[2] = { 0.0, 0.0 };

float m = 1.1f / (local_player->view_fov * 5.0f * cmap->mouse_sensitivity);
*out_x = (signed long) (angle_x * m / D3DXToRadian(cmap->deg_per_pixel_x));
*out_y = (signed long) - (angle_y * m / D3DXToRadian(cmap->deg_per_pixel_y));
}



	float disp_x = 0.0f;
	float disp_y = 0.0f;

	angle_x = D3DXToDegree(angle_x);
	angle_y = -D3DXToDegree(angle_y);


disp_x = 15 * angle_x - 1200* (-deriv[0] / frame_time / accel) * fabsf(deriv[0]) ;
		
		*out_x = disp_x / max_speed / cmap->deg_per_pixel_x / cmap->mouse_sensitivity;

	}
	else *out_x = 0;


	max_speed = local_info.GetTRotMSpeedY();
	accel	  =	local_info.GetTRotMAccelY();

	if( max_speed > 0.0f && accel > 0.0f)
	{
		run_y = (angle_y - PHY_FREQ*cur_speed/accel );
		run_y = (cur_speed - accel * angle_y) / (-2.0f * accel * max_speed);

|| !player->player_object
		|| !player->player_object->ptr
		|| !player->player_soldier
		|| player->vehicle_seat_num < 0
		|| !player->player_view
		)
		return FALSE;


	lag = (float) player->player_ping "1256"

case TEMPLATE_PLAYERCONTROLOBJECT_ID:
			vehicle = (CObject_PlayerControlObject*) object;
			assert( vehicle->vehicle_soldier && vehicle->vehicle_soldier->object );

			soldier = (CObject_Soldier*) vehicle->vehicle_soldier->ptr;
			assert(soldier &&
				soldier->object_template->GetTemplateType() == TEMPLATE_SOLDIER_ID);