forked from Ports/perfect_dark
port: make the reverse pitch option affect mouselook
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@@ -741,13 +741,13 @@ void eyespyProcessInput(bool allowbuttons)
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} else if (controlmode <= CONTROLMODE_14) {
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aimpressed = c1buttons & (R_TRIG);
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shootpressed = c1buttons & Z_TRIG;
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#ifdef PLATFORM_N64
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#ifdef PLATFORM_N64
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exitpressed = (c1buttons | c2buttons) & A_BUTTON;
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activatepressed = (c1buttons | c2buttons) & B_BUTTON;
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#else
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#else
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exitpressed = (c1buttons | c2buttons) & (BUTTON_WPNBACK | BUTTON_RADIAL);
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activatepressed = (c1buttons | c2buttons) & (BUTTON_CANCEL_USE | BUTTON_ACCEPT_USE);
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#endif
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#endif
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} else {
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if (controlmode >= CONTROLMODE_23) {
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aimpressed = c1buttons & Z_TRIG;
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@@ -913,6 +913,9 @@ void eyespyProcessInput(bool allowbuttons)
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if (mdx || mdy) {
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mdx *= g_Vars.lvupdate60freal;
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mdy *= g_Vars.lvupdate60freal;
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if (g_Vars.currentplayerstats && !optionsGetForwardPitch(g_Vars.currentplayerstats->mpindex)) {
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mdy = -mdy;
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}
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g_Vars.currentplayer->eyespy->theta += mdx * 1.5f;
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// hold aim to move up and down, release to look up and down
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if (aimpressed) {
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@@ -706,6 +706,9 @@ void bmoveProcessInput(bool allowc1x, bool allowc1y, bool allowc1buttons, bool i
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inputMouseGetScaledDelta(&movedata.freelookdx, &movedata.freelookdy);
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allowmcross = (g_PlayerMouseAimMode == MOUSEAIM_CLASSIC) &&
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(movedata.freelookdx || movedata.freelookdy || g_Vars.currentplayer->swivelpos[0] || g_Vars.currentplayer->swivelpos[1]);
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if (movedata.invertpitch) {
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movedata.freelookdy = -movedata.freelookdy;
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}
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}
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#endif
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@@ -3602,6 +3602,9 @@ void playerTick(bool arg0)
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mdy *= 48.f;
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mdx = (mdx < -128.f) ? -128.f : (mdx > 127.f) ? 127.f : mdx;
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mdy = (mdy < -128.f) ? -128.f : (mdy > 127.f) ? 127.f : mdy;
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if (g_Vars.currentplayerstats && !optionsGetForwardPitch(g_Vars.currentplayerstats->mpindex)) {
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mdy = -mdy;
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}
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sp178 += mdy * LVUPDATE60FREAL() * 0.00025f;
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sp174 -= mdx * LVUPDATE60FREAL() * 0.00025f;
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}
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