void UpdateMouseRotation() { float sensitivity = sensiFactor * game.MouseSensitivity; if (game.SmoothCamera) { speedX += delta.X * adjust; speedX *= slippery; speedY += delta.Y * adjust; speedY *= slippery; } else { speedX = delta.X; speedY = delta.Y; } float rotY = player.interp.next.HeadY + speedX * sensitivity; float yAdj = game.InvertMouse ? -speedY * sensitivity : speedY * sensitivity; float headX = player.interp.next.HeadX + yAdj; LocationUpdate update = LocationUpdate.MakeOri(rotY, headX); // Need to make sure we don't cross the vertical axes, because that gets weird. if (update.HeadX >= 90 && update.HeadX <= 270) { update.HeadX = player.interp.next.HeadX < 180 ? 89.9f : 270.1f; } game.LocalPlayer.SetLocation(update, false); }
void HandleOrientationUpdate() { byte playerId = reader.ReadUInt8(); float yaw = (float)Utils.PackedToDegrees(reader.ReadUInt8()); float pitch = (float)Utils.PackedToDegrees(reader.ReadUInt8()); LocationUpdate update = LocationUpdate.MakeOri(yaw, pitch); UpdateLocation(playerId, update, true); }
private void UpdateMouseRotation() { float sensitivity = sensiFactor * game.MouseSensitivity; float rotY = player.interp.next.HeadY + delta.X * sensitivity; float yAdj = game.InvertMouse ? -delta.Y * sensitivity : delta.Y * sensitivity; float headX = player.interp.next.HeadX + yAdj; LocationUpdate update = LocationUpdate.MakeOri(rotY, headX); // Need to make sure we don't cross the vertical axes, because that gets weird. if (update.HeadX >= 90 && update.HeadX <= 270) { update.HeadX = player.interp.next.HeadX < 180 ? 89.9f : 270.1f; } game.LocalPlayer.SetLocation(update, false); }
private void UpdateMouseRotation() { float sensitivity = sensiFactor * game.MouseSensitivity; float yaw = player.nextYaw + delta.X * sensitivity; float yAdj = game.InvertMouse ? -delta.Y * sensitivity : delta.Y * sensitivity; float pitch = player.nextPitch + yAdj; LocationUpdate update = LocationUpdate.MakeOri(yaw, pitch); // Need to make sure we don't cross the vertical axes, because that gets weird. if (update.Pitch >= 90 && update.Pitch <= 270) { update.Pitch = player.nextPitch < 180 ? 89.9f : 270.1f; } game.LocalPlayer.SetLocation(update, true); }
void UpdateMouseRotation() { Vector2 rot = CalcMouseDelta(); if (game.Input.AltDown && IsThirdPerson) { rotOffset.X += rot.X; rotOffset.Y += rot.Y; return; } float headY = player.interp.next.HeadY + rot.X; float headX = player.interp.next.HeadX + rot.Y; LocationUpdate update = LocationUpdate.MakeOri(headY, headX); // Need to make sure we don't cross the vertical axes, because that gets weird. if (update.HeadX >= 90 && update.HeadX <= 270) { update.HeadX = player.interp.next.HeadX < 180 ? 90.0f : 270.0f; } game.LocalPlayer.SetLocation(update, false); }