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Another dyncam fix
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043d718698
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@ -72,8 +72,22 @@ void CMenus::RenderSettingsGeneral(CUIRect MainView)
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// dynamic camera
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Left.HSplitTop(20.0f, &Button, &Left);
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if(DoButton_CheckBox(&g_Config.m_ClDyncam, Localize("Dynamic Camera"), g_Config.m_ClDyncam, &Button))
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g_Config.m_ClDyncam ^= 1;
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static int s_DynamicCameraButton = 0;
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if(DoButton_CheckBox(&s_DynamicCameraButton, Localize("Dynamic Camera"), g_Config.m_ClMouseDeadzone != 0, &Button))
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{
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if(g_Config.m_ClMouseDeadzone)
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{
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g_Config.m_ClMouseFollowfactor = 0;
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g_Config.m_ClMouseMaxDistance = 400;
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g_Config.m_ClMouseDeadzone = 0;
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}
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else
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{
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g_Config.m_ClMouseFollowfactor = 60;
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g_Config.m_ClMouseMaxDistance = 1000;
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g_Config.m_ClMouseDeadzone = 300;
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}
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}
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// weapon pickup
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Left.HSplitTop(5.0f, 0, &Left);
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@ -563,7 +577,7 @@ static CKeyInfo gs_aKeys[] =
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{ "Fire", "+fire", 0 },
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{ "Hook", "+hook", 0 },
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{ "Hook Collisions", "+showhookcoll", 0 },
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{ "Dynamic Camera", "toggle cl_dyncam 0 1", 0 },
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{ "Toggle Dynamic Camera", "toggle cl_dyncam 0 1", 0 },
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{ "Hammer", "+weapon1", 0 },
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{ "Pistol", "+weapon2", 0 },
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{ "Shotgun", "+weapon3", 0 },
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