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#721822
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);