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fix min mouse pos for follow factor
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@ -504,17 +504,16 @@ void CControls::ClampMousePos()
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else
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{
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float CameraMaxDistance = 200.0f;
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float CameraMinDistance = 0.0f;
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float FollowFactor = (g_Config.m_ClDyncam ? g_Config.m_ClDyncamFollowFactor : g_Config.m_ClMouseFollowfactor) / 100.0f;
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float DeadZone = g_Config.m_ClDyncam ? g_Config.m_ClDyncamDeadzone : g_Config.m_ClMouseDeadzone;
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float MaxDistance = g_Config.m_ClDyncam ? g_Config.m_ClDyncamMaxDistance : g_Config.m_ClMouseMaxDistance;
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float MouseMax = minimum(CameraMaxDistance/FollowFactor + DeadZone, MaxDistance);
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float MouseMax = minimum((FollowFactor != 0 ? CameraMaxDistance/FollowFactor + DeadZone : MaxDistance), MaxDistance);
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float MinDistance = g_Config.m_ClDyncam ? g_Config.m_ClDyncamMinDistance : g_Config.m_ClMouseMinDistance;
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float MouseMin = minimum(CameraMinDistance/FollowFactor + DeadZone, MinDistance);
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float MouseMin = MinDistance;
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if(length(m_MousePos[g_Config.m_ClDummy]) > MouseMax)
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m_MousePos[g_Config.m_ClDummy] = normalize(m_MousePos[g_Config.m_ClDummy])*MouseMax;
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if(length(m_MousePos[g_Config.m_ClDummy]) < MouseMin)
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m_MousePos[g_Config.m_ClDummy] = normalize(m_MousePos[g_Config.m_ClDummy])*MouseMin;
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if(length(m_MousePos[g_Config.m_ClDummy]) > MouseMax)
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m_MousePos[g_Config.m_ClDummy] = normalize(m_MousePos[g_Config.m_ClDummy])*MouseMax;
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}
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}
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