forked from Ports/goldeneye-pc-port
D194/D238: defaults ~25% faster per user -- GepdSens 30->38, MouseTurnSpeed 40->50 (match point kept as the 100% master baseline)
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+6
-3
+6
-3
@@ -293,8 +293,9 @@ static int mouseCaptureMode = 1; /* WI-1 default: Quake-style click-to-lock +
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static int captureArmed = 0; /* user has clicked to lock (capture mode) */
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static int windowFocused = 1;
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static int mouseAimSpeed = 16; /* aim-mode sensitivity, percent (B3: 50 -> 25 M-29 -> 16; still overshot at 25) */
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static int gepdSens = 25; /* D194 Input.GepdSens: GEPD SENSITIVITY setting, range 1..80
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(20 -> 25 after M-123 user playtest: "a bit slow/unsensitive") */
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static int gepdSens = 38; /* D194 Input.GepdSens: GEPD SENSITIVITY setting, range 1..80
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(20 -> 25 "a bit slow" -> 30 user-calibrated match point
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-> 38: user asked defaults ~20-35% faster than that) */
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static int aimBand = 20; /* aim mode: usable stick range above the 60 gate */
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/* D194/D238: default 100 -> 40 (M-123 user calibration). The old gain
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* (MOUSE_TURN_GAIN=6 stick/px) saturated the game's quadratic natural-turn
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@@ -303,7 +304,9 @@ static int aimBand = 20; /* aim mode: usable stick range above the 60
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* leave that mode". At 40% (2.4 stick/px) the mid-speed view rate matches
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* the GEPD reticle's angular pace at GepdSens=30; flicks still reach full
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* turn speed, only later. */
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static int mouseTurnSpeed = 40; /* hipfire yaw sensitivity, percent */
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static int mouseTurnSpeed = 50; /* hipfire yaw sensitivity, percent
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(40 = M-123 match point at GepdSens=30; 50 = the user's
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"~20-35% faster" default request, same +25% as gepdSens) */
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static int menuPointerSpeed = 100; /* front-end cursor speed, percent */
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static int mouseInvertY = 0; /* 1 = mouse-down looks up */
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static int mouseYScale = 100; /* extra vertical (pitch) sensitivity, % */
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