forked from Mirrorlandia_minetest/minetest
Fix single-frame lag in camera yaw/pitch, tune view bobbing and add wielded tool movement when walking and tweak stuff a bit
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3e012122d1
commit
2ecd53ce09
@ -126,9 +126,11 @@ void Camera::step(f32 dtime)
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{
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if (m_view_bobbing_state != 0)
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{
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f32 offset = dtime * m_view_bobbing_speed * 0.035;
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//f32 offset = dtime * m_view_bobbing_speed * 0.035;
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f32 offset = dtime * m_view_bobbing_speed * 0.030;
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if (m_view_bobbing_state == 2)
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{
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#if 0
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// Animation is getting turned off
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if (m_view_bobbing_anim < 0.5)
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m_view_bobbing_anim -= offset;
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@ -139,6 +141,29 @@ void Camera::step(f32 dtime)
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m_view_bobbing_anim = 0;
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m_view_bobbing_state = 0;
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}
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#endif
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#if 1
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// Animation is getting turned off
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if(m_view_bobbing_anim < 0.25){
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m_view_bobbing_anim -= offset;
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} else if(m_view_bobbing_anim > 0.75){
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m_view_bobbing_anim += offset;
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} if(m_view_bobbing_anim < 0.5){
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m_view_bobbing_anim += offset;
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if(m_view_bobbing_anim > 0.5)
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m_view_bobbing_anim = 0.5;
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} else {
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m_view_bobbing_anim -= offset;
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if(m_view_bobbing_anim < 0.5)
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m_view_bobbing_anim = 0.5;
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}
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if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
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fabs(m_view_bobbing_anim - 0.5) < 0.01)
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{
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m_view_bobbing_anim = 0;
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m_view_bobbing_state = 0;
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}
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#endif
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}
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else
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{
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@ -183,15 +208,24 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
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#if 1
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f32 bobknob = 1.2;
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f32 bobtmp = sin(pow(bobfrac, bobknob) * PI);
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f32 bobtmp2 = cos(pow(bobfrac, bobknob) * PI);
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v3f bobvec = v3f(
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bobdir * sin(bobfrac * PI),
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0.8 * bobtmp * bobtmp,
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0.3 * bobdir * sin(bobfrac * PI),
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-0.28 * bobtmp * bobtmp,
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0.);
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rel_cam_pos += 0.02 * bobvec;
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rel_cam_target += 0.03 * bobvec;
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rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * PI);
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//rel_cam_pos += 0.2 * bobvec;
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//rel_cam_target += 0.03 * bobvec;
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//rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * PI);
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float f = 1.0;
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rel_cam_pos += bobvec * f;
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//rel_cam_target += 0.995 * bobvec * f;
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rel_cam_target += bobvec * f;
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rel_cam_target.Z -= 0.005 * bobvec.Z * f;
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//rel_cam_target.X -= 0.005 * bobvec.X * f;
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//rel_cam_target.Y -= 0.005 * bobvec.Y * f;
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rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * PI * f);
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#else
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f32 angle_deg = 1 * bobdir * sin(bobfrac * PI);
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f32 angle_rad = angle_deg * PI / 180;
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@ -241,12 +275,17 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
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// Euler angles are PURE EVIL, so why not use quaternions?
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core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
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core::quaternion quat_end(v3f(90, 20, -130) * core::DEGTORAD);
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core::quaternion quat_end(v3f(90, -10, -130) * core::DEGTORAD);
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core::quaternion quat_slerp;
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quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * PI));
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quat_slerp.toEuler(wield_rotation);
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wield_rotation *= core::RADTODEG;
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}
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else {
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f32 bobfrac = my_modf(m_view_bobbing_anim);
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wield_position.X -= sin(bobfrac*PI*2.0) * 3.0;
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wield_position.Y += sin(my_modf(bobfrac*2.0)*PI) * 3.0;
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}
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m_wieldnode->setPosition(wield_position);
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m_wieldnode->setRotation(wield_rotation);
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m_wieldnode->updateLight(player->light);
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@ -557,6 +596,8 @@ void ExtrudedSpriteSceneNode::updateLight(u8 light)
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m_light = light;
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u8 li = decode_light(light);
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// Set brightness one lower than incoming light
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diminish_light(li);
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video::SColor color(255,li,li,li);
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setMeshVerticesColor(m_meshnode->getMesh(), color);
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}
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101
src/game.cpp
101
src/game.cpp
@ -1336,6 +1336,57 @@ void the_game(
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debug_stacks_print();
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}
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/*
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Mouse and camera control
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NOTE: Do this before client.setPlayerControl() to not cause a camera lag of one frame
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*/
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if((device->isWindowActive() && noMenuActive()) || random_input)
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{
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if(!random_input)
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{
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// Mac OSX gets upset if this is set every frame
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if(device->getCursorControl()->isVisible())
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device->getCursorControl()->setVisible(false);
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}
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if(first_loop_after_window_activation){
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//std::cout<<"window active, first loop"<<std::endl;
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first_loop_after_window_activation = false;
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}
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else{
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s32 dx = input->getMousePos().X - displaycenter.X;
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s32 dy = input->getMousePos().Y - displaycenter.Y;
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if(invert_mouse)
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dy = -dy;
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//std::cout<<"window active, pos difference "<<dx<<","<<dy<<std::endl;
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/*const float keyspeed = 500;
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if(input->isKeyDown(irr::KEY_UP))
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dy -= dtime * keyspeed;
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if(input->isKeyDown(irr::KEY_DOWN))
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dy += dtime * keyspeed;
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if(input->isKeyDown(irr::KEY_LEFT))
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dx -= dtime * keyspeed;
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if(input->isKeyDown(irr::KEY_RIGHT))
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dx += dtime * keyspeed;*/
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camera_yaw -= dx*0.2;
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camera_pitch += dy*0.2;
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if(camera_pitch < -89.5) camera_pitch = -89.5;
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if(camera_pitch > 89.5) camera_pitch = 89.5;
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}
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input->setMousePos(displaycenter.X, displaycenter.Y);
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}
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else{
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// Mac OSX gets upset if this is set every frame
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if(device->getCursorControl()->isVisible() == false)
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device->getCursorControl()->setVisible(true);
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//std::cout<<"window inactive"<<std::endl;
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first_loop_after_window_activation = true;
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}
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/*
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Player speed control
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TODO: Cache the keycodes from getKeySetting
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@ -1408,56 +1459,6 @@ void the_game(
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//TimeTaker //timer2("//timer2");
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/*
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Mouse and camera control
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*/
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if((device->isWindowActive() && noMenuActive()) || random_input)
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{
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if(!random_input)
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{
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// Mac OSX gets upset if this is set every frame
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if(device->getCursorControl()->isVisible())
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device->getCursorControl()->setVisible(false);
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}
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if(first_loop_after_window_activation){
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//std::cout<<"window active, first loop"<<std::endl;
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first_loop_after_window_activation = false;
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}
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else{
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s32 dx = input->getMousePos().X - displaycenter.X;
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s32 dy = input->getMousePos().Y - displaycenter.Y;
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if(invert_mouse)
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dy = -dy;
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//std::cout<<"window active, pos difference "<<dx<<","<<dy<<std::endl;
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/*const float keyspeed = 500;
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if(input->isKeyDown(irr::KEY_UP))
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dy -= dtime * keyspeed;
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if(input->isKeyDown(irr::KEY_DOWN))
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dy += dtime * keyspeed;
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if(input->isKeyDown(irr::KEY_LEFT))
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dx -= dtime * keyspeed;
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if(input->isKeyDown(irr::KEY_RIGHT))
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dx += dtime * keyspeed;*/
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camera_yaw -= dx*0.2;
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camera_pitch += dy*0.2;
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if(camera_pitch < -89.5) camera_pitch = -89.5;
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if(camera_pitch > 89.5) camera_pitch = 89.5;
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}
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input->setMousePos(displaycenter.X, displaycenter.Y);
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}
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else{
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// Mac OSX gets upset if this is set every frame
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if(device->getCursorControl()->isVisible() == false)
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device->getCursorControl()->setVisible(true);
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//std::cout<<"window inactive"<<std::endl;
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first_loop_after_window_activation = true;
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}
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LocalPlayer* player = client.getLocalPlayer();
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camera.update(player, busytime, screensize);
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camera.step(dtime);
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