forked from Ports/goldeneye-pc-port
D194/D238: align hipfire with GEPD aim -- MouseTurnSpeed default 100->40 (mid-speed match at GepdSens=30); master MouseSensitivity now scales aim mode too
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@@ -296,7 +296,14 @@ static int mouseAimSpeed = 16; /* aim-mode sensitivity, percent (B3: 50 ->
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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 aimBand = 20; /* aim mode: usable stick range above the 60 gate */
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static int mouseTurnSpeed = 100; /* hipfire yaw sensitivity, percent */
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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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* curve at ~13 px/poll, i.e. hipfire ran at full 315 deg/s for any normal
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* movement while GEPD aim mode moves proportionally -- "too fast when I
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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 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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@@ -1397,7 +1404,11 @@ static int aimGepdCompute(double dxPx, double dyLook)
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s_gepdHeldPrev = 1;
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/* Crosshair position: GEPD crosshairpos += delta/10 * (SENS/292). */
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double sens = (double) gepdSens / 2920.0;
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/* D194/D238: master sensitivity scales aim mode too, so MouseSensitivity
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* moves BOTH hipfire and aim together ("in line"); GepdSens sets the
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* aim-mode offset from that shared baseline. At master=100 this is
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* exactly the M-123-calibrated feel. */
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double sens = (double) gepdSens / 2920.0 * (mouseSensitivity / 100.0);
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s_gepdCrossX += dxPx * sens;
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s_gepdCrossY += dyLook * sens; /* +dyLook = look down = crosshair down */
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if (s_gepdCrossX > GEPD_CROSSHAIR_LIMIT) s_gepdCrossX = GEPD_CROSSHAIR_LIMIT;
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