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D330 (#103): mouse no longer drives the stick inside the in-level watch
Auto-Aim / Look Ahead "wouldn't stay on": in the watch, current_menu is still RUN_STAGE and hipDirectCompute declines on its !watch gate, so mouse motion fell through to the legacy stick fallback (~3 counts/px/poll). A ~15 px flick crossed the watch's +/-0x2E threshold, which on a selected option picks OFF/ON (game_option_toggle_input) and otherwise flips pages. The mouse now contributes nothing while the watch is open or paused; keyboard and pad drive the watch as before. Save/load round trip ruled out. Build clean; bunker1 golden 3/3. Mouse feel-check owed (needs real motion).
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@@ -1012,6 +1012,21 @@ unsigned inputComputePad(int idx, signed char *stick_x, signed char *stick_y)
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"GE_INPUTLOG menuptr abs=%d cursor=(%.1f,%.1f) stick=(%d,%d)",
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haveAbs, (double)cursor_h_pos, (double)cursor_v_pos, sx, sy);
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}
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} else if (g_CurrentPlayer != NULL &&
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(!g_CurrentPlayer->outside_watch_menu ||
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g_CurrentPlayer->pause_state != 0)) {
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/* D330 (#103): in-stage watch / pause -- the mouse drives
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* nothing. menuMode is 0 here (current_menu is still
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* RUN_STAGE) and hipDirectCompute declines on this same gate,
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* so the legacy stick fallbacks below used to turn mouse
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* motion into stick deflection (and an RMB hold ran the GEPD
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* aim writes, which GEPD itself gates on !watch): a ~15 px flick
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* crossed the watch's +/-0x2E left/right threshold, which on
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* a selected option means "pick OFF/ON" (options.c
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* game_option_toggle_input) and otherwise flips watch pages,
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* while mouse Y scrolled the rows. Auto-aim / look-ahead
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* "wouldn't stay on". Keyboard and pad still drive the watch
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* exactly as before. */
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} else if (aimHeld) {
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/* D194 GEPD-mirror aim: direct crosshair/camera writes, no
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* look stick (see aimGepdCompute). Keyboard turn (sx/sy set
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