From 66ec159da76203d83915e903b8aa6438f9971fd6 Mon Sep 17 00:00:00 2001 From: Magnus Auvinen Date: Tue, 18 Mar 2008 01:56:43 +0000 Subject: [PATCH] better fix for the camera jerk of the emoticon selector --- src/game/client/gc_client.cpp | 14 ++++++++------ 1 file changed, 8 insertions(+), 6 deletions(-) diff --git a/src/game/client/gc_client.cpp b/src/game/client/gc_client.cpp index b7b392723..6bb6f582d 100644 --- a/src/game/client/gc_client.cpp +++ b/src/game/client/gc_client.cpp @@ -850,16 +850,18 @@ void render_game() float deadzone = config.cl_mouse_deadzone; float follow_factor = config.cl_mouse_followfactor/100.0f; float mouse_max = min(camera_max_distance/follow_factor + deadzone, (float)config.cl_mouse_max_distance); - - // TODO: static works, but kinda ugly, it's so that the camera doesn't jerkoff when we wanna select emote - static vec2 camera_offset(0, 0); + vec2 camera_offset(0, 0); // fetch new input - if(!menu_active && !emoticon_selector_active) + if(!menu_active) { int x, y; - inp_mouse_relative(&x, &y); - mouse_pos += vec2(x, y); + if(!emoticon_selector_active) + { + inp_mouse_relative(&x, &y); + mouse_pos += vec2(x, y); + } + if(spectate) { if(mouse_pos.x < 200.0f) mouse_pos.x = 200.0f;