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D337/D338: user feel check ('Seems good'); legacy AimStyle migration exercised live
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@@ -13302,4 +13302,5 @@ Implemented as `Input.PdMouseAim` (**default off**, because it changes aim feel)
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## D338 — Aim range option: PC (default) vs N64 original limits (2026-09-24)
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**User decision (D337 follow-up):** keep the GEPD / mouse-injector feel (the crosshair reaches the screen edge, edge-scroll from 72%) as the PC default even though it isn't N64-exact, and offer the original behaviour as an option. **`Input.AimRange`** 0 = PC, 1 = N64 (F10 "Aim range", hidden while the aim style is Centred (PC)). N64 derivation: aim turn is `stick × 0.65/80` per tick, so full deflection settles at a drawn offset of 0.65 × half-width regardless of weapon damp (`screen = pos × (1−damp) × W/2`, gunfire.c), and the camera turns past stick 60/80 = 75% of that range. Implementation: the mouse accumulator is unchanged; its screen mapping is scaled by 0.65 (PD turn and legacy GEPD write alike) and the edge-scroll threshold moves to 0.75. The non-aim "adopt" of the game crosshair into the accumulator now converts through the game's screen mapping and the range scale, so aim entry never jumps (it copied raw units before, a small pre-existing mismatch on the PD path). **Measured (GE_AIMLOG harness, 3 px/poll sweep):** PC max drawn x 316/320 (98%, the game's 4 px edge clamp), camera turn from 72%; N64 max 264 (65%), camera turn from 237.9 px (49%); aim entry at 160 (centre) in both. Golden 3/3; Windows + Linux builds clean.
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**D337/D338 user feel check (2026-09-24):** "Seems good." The session exercised the legacy-key migration live: the user's ini had `AimStyle = 2` (Centred) from D333 testing and loaded as `AimMode = 1` as designed. User's ini then set back to `AimMode = 0` (N64, their stated preference), `AimRange = 0` (PC).
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