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Fix TouchScreenGUI ignoring server-sent pitch changes
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@ -2616,7 +2616,7 @@ void Game::updateCameraOrientation(CameraOrientation *cam, float dtime)
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#ifdef HAVE_TOUCHSCREENGUI
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#ifdef HAVE_TOUCHSCREENGUI
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if (g_touchscreengui) {
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if (g_touchscreengui) {
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cam->camera_yaw += g_touchscreengui->getYawChange();
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cam->camera_yaw += g_touchscreengui->getYawChange();
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cam->camera_pitch = g_touchscreengui->getPitch();
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cam->camera_pitch += g_touchscreengui->getPitchChange();
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} else {
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} else {
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#endif
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#endif
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v2s32 center(driver->getScreenSize().Width / 2, driver->getScreenSize().Height / 2);
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v2s32 center(driver->getScreenSize().Width / 2, driver->getScreenSize().Height / 2);
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@ -832,7 +832,7 @@ void TouchScreenGUI::translateEvent(const SEvent &event)
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const double d = g_settings->getFloat("touchscreen_sensitivity", 0.001f, 10.0f) * 3.0f;
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const double d = g_settings->getFloat("touchscreen_sensitivity", 0.001f, 10.0f) * 3.0f;
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m_camera_yaw_change -= dir_free.X * d;
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m_camera_yaw_change -= dir_free.X * d;
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m_camera_pitch = MYMIN(MYMAX(m_camera_pitch + (dir_free.Y * d), -180.0f), 180.0f);
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m_camera_pitch_change += dir_free.Y * d;
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// update shootline
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// update shootline
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// no need to update (X, Y) when using crosshair since the shootline is not used
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// no need to update (X, Y) when using crosshair since the shootline is not used
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@ -171,7 +171,11 @@ public:
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return res;
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return res;
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}
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}
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double getPitch() { return m_camera_pitch; }
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double getPitchChange() {
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double res = m_camera_pitch_change;
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m_camera_pitch_change = 0;
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return res;
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}
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/**
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/**
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* Returns a line which describes what the player is pointing at.
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* Returns a line which describes what the player is pointing at.
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@ -213,7 +217,7 @@ private:
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// value in degree
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// value in degree
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double m_camera_yaw_change = 0.0;
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double m_camera_yaw_change = 0.0;
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double m_camera_pitch = 0.0;
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double m_camera_pitch_change = 0.0;
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/**
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/**
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* A line starting at the camera and pointing towards the selected object.
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* A line starting at the camera and pointing towards the selected object.
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