/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include "controls.h"
enum { LEFT_JOYSTICK_X = 0, LEFT_JOYSTICK_Y = 1,
RIGHT_JOYSTICK_X = 2, RIGHT_JOYSTICK_Y = 3,
SECOND_RIGHT_JOYSTICK_X = 20, SECOND_RIGHT_JOYSTICK_Y = 21,
NUM_JOYSTICK_AXES = 22 };
CControls::CControls()
{
mem_zero(&m_LastData, sizeof(m_LastData));
m_LastDummy = 0;
m_OtherFire = 0;
#if !defined(__ANDROID__)
if (g_Config.m_InpJoystick)
#endif
{
SDL_Init(SDL_INIT_JOYSTICK);
m_Joystick = SDL_JoystickOpen(0);
if( m_Joystick && SDL_JoystickNumAxes(m_Joystick) < NUM_JOYSTICK_AXES )
{
SDL_JoystickClose(m_Joystick);
m_Joystick = NULL;
}
m_Gamepad = SDL_JoystickOpen(2);
SDL_JoystickEventState(SDL_QUERY);
m_UsingGamepad = false;
#if defined(CONF_FAMILY_UNIX)
if( getenv("OUYA") )
m_UsingGamepad = true;
#endif
}
#if !defined(__ANDROID__)
else
{
m_Joystick = NULL;
m_Gamepad = NULL;
m_UsingGamepad = false;
}
#endif
}
void CControls::OnReset()
{
ResetInput(0);
ResetInput(1);
m_JoystickFirePressed = false;
m_JoystickRunPressed = false;
m_JoystickTapTime = 0;
for( int i = 0; i < NUM_WEAPONS; i++ )
m_AmmoCount[i] = 0;
m_OldMouseX = m_OldMouseY = 0.0f;
}
void CControls::ResetInput(int Dummy)
{
m_LastData[Dummy].m_Direction = 0;
//m_LastData[Dummy].m_Hook = 0;
// simulate releasing the fire button
if((m_LastData[Dummy].m_Fire&1) != 0)
m_LastData[Dummy].m_Fire++;
m_LastData[Dummy].m_Fire &= INPUT_STATE_MASK;
m_LastData[Dummy].m_Jump = 0;
m_InputData[Dummy] = m_LastData[Dummy];
m_InputDirectionLeft[Dummy] = 0;
m_InputDirectionRight[Dummy] = 0;
}
void CControls::OnRelease()
{
//OnReset();
}
void CControls::OnPlayerDeath()
{
if (g_Config.m_ClResetWantedWeaponOnDeath)
m_LastData[g_Config.m_ClDummy].m_WantedWeapon = m_InputData[g_Config.m_ClDummy].m_WantedWeapon = 0;
for( int i = 0; i < NUM_WEAPONS; i++ )
m_AmmoCount[i] = 0;
m_JoystickTapTime = 0; // Do not launch hook on first tap
}
struct CInputState
{
CControls *m_pControls;
int *m_pVariable1;
int *m_pVariable2;
};
static void ConKeyInputState(IConsole::IResult *pResult, void *pUserData)
{
CInputState *pState = (CInputState *)pUserData;
CServerInfo Info;
pState->m_pControls->GameClient()->Client()->GetServerInfo(&Info);
if ((IsRace(&Info) || IsDDRace(&Info)) && pState->m_pControls->GameClient()->m_Snap.m_SpecInfo.m_Active)
return;
if (g_Config.m_ClDummy)
*pState->m_pVariable2 = pResult->GetInteger(0);
else
*pState->m_pVariable1 = pResult->GetInteger(0);
}
static void ConKeyInputCounter(IConsole::IResult *pResult, void *pUserData)
{
CInputState *pState = (CInputState *)pUserData;
CServerInfo Info;
pState->m_pControls->GameClient()->Client()->GetServerInfo(&Info);
if ((IsRace(&Info) || IsDDRace(&Info)) && pState->m_pControls->GameClient()->m_Snap.m_SpecInfo.m_Active)
return;
int *v;
if (g_Config.m_ClDummy)
v = pState->m_pVariable2;
else
v = pState->m_pVariable1;
if(((*v)&1) != pResult->GetInteger(0))
(*v)++;
*v &= INPUT_STATE_MASK;
}
struct CInputSet
{
CControls *m_pControls;
int *m_pVariable1;
int *m_pVariable2;
int m_Value;
};
static void ConKeyInputSet(IConsole::IResult *pResult, void *pUserData)
{
CInputSet *pSet = (CInputSet *)pUserData;
if(pResult->GetInteger(0))
{
if (g_Config.m_ClDummy)
*pSet->m_pVariable2 = pSet->m_Value;
else
*pSet->m_pVariable1 = pSet->m_Value;
}
}
static void ConKeyInputNextPrevWeapon(IConsole::IResult *pResult, void *pUserData)
{
CInputSet *pSet = (CInputSet *)pUserData;
ConKeyInputCounter(pResult, pSet);
pSet->m_pControls->m_InputData[g_Config.m_ClDummy].m_WantedWeapon = 0;
}
void CControls::OnConsoleInit()
{
// game commands
{ static CInputState s_State = {this, &m_InputDirectionLeft[0], &m_InputDirectionLeft[1]}; Console()->Register("+left", "", CFGFLAG_CLIENT, ConKeyInputState, (void *)&s_State, "Move left"); }
{ static CInputState s_State = {this, &m_InputDirectionRight[0], &m_InputDirectionRight[1]}; Console()->Register("+right", "", CFGFLAG_CLIENT, ConKeyInputState, (void *)&s_State, "Move right"); }
{ static CInputState s_State = {this, &m_InputData[0].m_Jump, &m_InputData[1].m_Jump}; Console()->Register("+jump", "", CFGFLAG_CLIENT, ConKeyInputState, (void *)&s_State, "Jump"); }
{ static CInputState s_State = {this, &m_InputData[0].m_Hook, &m_InputData[1].m_Hook}; Console()->Register("+hook", "", CFGFLAG_CLIENT, ConKeyInputState, (void *)&s_State, "Hook"); }
{ static CInputState s_State = {this, &m_InputData[0].m_Fire, &m_InputData[1].m_Fire}; Console()->Register("+fire", "", CFGFLAG_CLIENT, ConKeyInputCounter, (void *)&s_State, "Fire"); }
{ static CInputState s_State = {this, &m_ShowHookColl[0], &m_ShowHookColl[1]}; Console()->Register("+showhookcoll", "", CFGFLAG_CLIENT, ConKeyInputState, (void *)&s_State, "Show Hook Collision"); }
{ static CInputSet s_Set = {this, &m_InputData[0].m_WantedWeapon, &m_InputData[1].m_WantedWeapon, 1}; Console()->Register("+weapon1", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to hammer"); }
{ static CInputSet s_Set = {this, &m_InputData[0].m_WantedWeapon, &m_InputData[1].m_WantedWeapon, 2}; Console()->Register("+weapon2", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to gun"); }
{ static CInputSet s_Set = {this, &m_InputData[0].m_WantedWeapon, &m_InputData[1].m_WantedWeapon, 3}; Console()->Register("+weapon3", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to shotgun"); }
{ static CInputSet s_Set = {this, &m_InputData[0].m_WantedWeapon, &m_InputData[1].m_WantedWeapon, 4}; Console()->Register("+weapon4", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to grenade"); }
{ static CInputSet s_Set = {this, &m_InputData[0].m_WantedWeapon, &m_InputData[1].m_WantedWeapon, 5}; Console()->Register("+weapon5", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to rifle"); }
{ static CInputSet s_Set = {this, &m_InputData[0].m_NextWeapon, &m_InputData[1].m_NextWeapon, 0}; Console()->Register("+nextweapon", "", CFGFLAG_CLIENT, ConKeyInputNextPrevWeapon, (void *)&s_Set, "Switch to next weapon"); }
{ static CInputSet s_Set = {this, &m_InputData[0].m_PrevWeapon, &m_InputData[1].m_PrevWeapon, 0}; Console()->Register("+prevweapon", "", CFGFLAG_CLIENT, ConKeyInputNextPrevWeapon, (void *)&s_Set, "Switch to previous weapon"); }
}
void CControls::OnMessage(int Msg, void *pRawMsg)
{
if(Msg == NETMSGTYPE_SV_WEAPONPICKUP)
{
CNetMsg_Sv_WeaponPickup *pMsg = (CNetMsg_Sv_WeaponPickup *)pRawMsg;
if(g_Config.m_ClAutoswitchWeapons)
m_InputData[g_Config.m_ClDummy].m_WantedWeapon = pMsg->m_Weapon+1;
// We don't really know ammo count, until we'll switch to that weapon, but any non-zero count will suffice here
m_AmmoCount[pMsg->m_Weapon%NUM_WEAPONS] = 10;
}
}
int CControls::SnapInput(int *pData)
{
static int64 LastSendTime = 0;
bool Send = false;
// update player state
if(m_pClient->m_pChat->IsActive())
m_InputData[g_Config.m_ClDummy].m_PlayerFlags = PLAYERFLAG_CHATTING;
else if(m_pClient->m_pMenus->IsActive())
m_InputData[g_Config.m_ClDummy].m_PlayerFlags = PLAYERFLAG_IN_MENU;
else
m_InputData[g_Config.m_ClDummy].m_PlayerFlags = PLAYERFLAG_PLAYING;
if(m_pClient->m_pScoreboard->Active())
m_InputData[g_Config.m_ClDummy].m_PlayerFlags |= PLAYERFLAG_SCOREBOARD;
if(m_InputData[g_Config.m_ClDummy].m_PlayerFlags != PLAYERFLAG_PLAYING)
m_JoystickTapTime = 0; // Do not launch hook on first tap
if (m_pClient->m_pControls->m_ShowHookColl[g_Config.m_ClDummy])
m_InputData[g_Config.m_ClDummy].m_PlayerFlags |= PLAYERFLAG_AIM;
if(m_LastData[g_Config.m_ClDummy].m_PlayerFlags != m_InputData[g_Config.m_ClDummy].m_PlayerFlags)
Send = true;
m_LastData[g_Config.m_ClDummy].m_PlayerFlags = m_InputData[g_Config.m_ClDummy].m_PlayerFlags;
// we freeze the input if chat or menu is activated
if(!(m_InputData[g_Config.m_ClDummy].m_PlayerFlags&PLAYERFLAG_PLAYING))
{
ResetInput(g_Config.m_ClDummy);
mem_copy(pData, &m_InputData[g_Config.m_ClDummy], sizeof(m_InputData[0]));
// send once a second just to be sure
if(time_get() > LastSendTime + time_freq())
Send = true;
}
else
{
m_InputData[g_Config.m_ClDummy].m_TargetX = (int)m_MousePos[g_Config.m_ClDummy].x;
m_InputData[g_Config.m_ClDummy].m_TargetY = (int)m_MousePos[g_Config.m_ClDummy].y;
if(!m_InputData[g_Config.m_ClDummy].m_TargetX && !m_InputData[g_Config.m_ClDummy].m_TargetY)
{
m_InputData[g_Config.m_ClDummy].m_TargetX = 1;
m_MousePos[g_Config.m_ClDummy].x = 1;
}
// set direction
m_InputData[g_Config.m_ClDummy].m_Direction = 0;
if(m_InputDirectionLeft[g_Config.m_ClDummy] && !m_InputDirectionRight[g_Config.m_ClDummy])
m_InputData[g_Config.m_ClDummy].m_Direction = -1;
if(!m_InputDirectionLeft[g_Config.m_ClDummy] && m_InputDirectionRight[g_Config.m_ClDummy])
m_InputData[g_Config.m_ClDummy].m_Direction = 1;
// dummy copy moves
if(g_Config.m_ClDummyCopyMoves)
{
CNetObj_PlayerInput *pDummyInput = &m_pClient->m_DummyInput;
pDummyInput->m_Direction = m_InputData[g_Config.m_ClDummy].m_Direction;
pDummyInput->m_Hook = m_InputData[g_Config.m_ClDummy].m_Hook;
pDummyInput->m_Jump = m_InputData[g_Config.m_ClDummy].m_Jump;
pDummyInput->m_PlayerFlags = m_InputData[g_Config.m_ClDummy].m_PlayerFlags;
pDummyInput->m_TargetX = m_InputData[g_Config.m_ClDummy].m_TargetX;
pDummyInput->m_TargetY = m_InputData[g_Config.m_ClDummy].m_TargetY;
pDummyInput->m_WantedWeapon = m_InputData[g_Config.m_ClDummy].m_WantedWeapon;
pDummyInput->m_Fire += m_InputData[g_Config.m_ClDummy].m_Fire - m_LastData[g_Config.m_ClDummy].m_Fire;
pDummyInput->m_NextWeapon += m_InputData[g_Config.m_ClDummy].m_NextWeapon - m_LastData[g_Config.m_ClDummy].m_NextWeapon;
pDummyInput->m_PrevWeapon += m_InputData[g_Config.m_ClDummy].m_PrevWeapon - m_LastData[g_Config.m_ClDummy].m_PrevWeapon;
m_InputData[!g_Config.m_ClDummy] = *pDummyInput;
}
// stress testing
#ifdef CONF_DEBUG
if(g_Config.m_DbgStress)
{
float t = Client()->LocalTime();
mem_zero(&m_InputData[g_Config.m_ClDummy], sizeof(m_InputData[0]));
m_InputData[g_Config.m_ClDummy].m_Direction = ((int)t/2)&1;
m_InputData[g_Config.m_ClDummy].m_Jump = ((int)t);
m_InputData[g_Config.m_ClDummy].m_Fire = ((int)(t*10));
m_InputData[g_Config.m_ClDummy].m_Hook = ((int)(t*2))&1;
m_InputData[g_Config.m_ClDummy].m_WantedWeapon = ((int)t)%NUM_WEAPONS;
m_InputData[g_Config.m_ClDummy].m_TargetX = (int)(sinf(t*3)*100.0f);
m_InputData[g_Config.m_ClDummy].m_TargetY = (int)(cosf(t*3)*100.0f);
}
#endif
// check if we need to send input
if(m_InputData[g_Config.m_ClDummy].m_Direction != m_LastData[g_Config.m_ClDummy].m_Direction) Send = true;
else if(m_InputData[g_Config.m_ClDummy].m_Jump != m_LastData[g_Config.m_ClDummy].m_Jump) Send = true;
else if(m_InputData[g_Config.m_ClDummy].m_Fire != m_LastData[g_Config.m_ClDummy].m_Fire) Send = true;
else if(m_InputData[g_Config.m_ClDummy].m_Hook != m_LastData[g_Config.m_ClDummy].m_Hook) Send = true;
else if(m_InputData[g_Config.m_ClDummy].m_WantedWeapon != m_LastData[g_Config.m_ClDummy].m_WantedWeapon) Send = true;
else if(m_InputData[g_Config.m_ClDummy].m_NextWeapon != m_LastData[g_Config.m_ClDummy].m_NextWeapon) Send = true;
else if(m_InputData[g_Config.m_ClDummy].m_PrevWeapon != m_LastData[g_Config.m_ClDummy].m_PrevWeapon) Send = true;
// send at at least 10hz
if(time_get() > LastSendTime + time_freq()/25)
Send = true;
if(m_pClient->m_Snap.m_pLocalCharacter && m_pClient->m_Snap.m_pLocalCharacter->m_Weapon == WEAPON_NINJA
&& (m_InputData[g_Config.m_ClDummy].m_Direction || m_InputData[g_Config.m_ClDummy].m_Jump || m_InputData[g_Config.m_ClDummy].m_Hook))
Send = true;
}
// copy and return size
m_LastData[g_Config.m_ClDummy] = m_InputData[g_Config.m_ClDummy];
if(!Send)
return 0;
LastSendTime = time_get();
mem_copy(pData, &m_InputData[g_Config.m_ClDummy], sizeof(m_InputData[0]));
return sizeof(m_InputData[0]);
}
void CControls::OnRender()
{
enum {
JOYSTICK_RUN_DISTANCE = 65536 / 8,
GAMEPAD_DEAD_ZONE = 65536 / 8,
};
int64 CurTime = time_get();
bool FireWasPressed = false;
if( m_Joystick )
{
// Get input from left joystick
int RunX = SDL_JoystickGetAxis(m_Joystick, LEFT_JOYSTICK_X);
int RunY = SDL_JoystickGetAxis(m_Joystick, LEFT_JOYSTICK_Y);
bool RunPressed = (RunX != 0 || RunY != 0);
// Get input from right joystick
int AimX = SDL_JoystickGetAxis(m_Joystick, SECOND_RIGHT_JOYSTICK_X);
int AimY = SDL_JoystickGetAxis(m_Joystick, SECOND_RIGHT_JOYSTICK_Y);
bool AimPressed = (AimX != 0 || AimY != 0);
// Get input from another right joystick
int HookX = SDL_JoystickGetAxis(m_Joystick, RIGHT_JOYSTICK_X);
int HookY = SDL_JoystickGetAxis(m_Joystick, RIGHT_JOYSTICK_Y);
bool HookPressed = (HookX != 0 || HookY != 0);
if( m_JoystickRunPressed != RunPressed )
{
if( RunPressed )
{
if( m_JoystickTapTime + time_freq() > CurTime ) // Tap in less than 1 second to jump
m_InputData[g_Config.m_ClDummy].m_Jump = 1;
}
else
m_InputData[g_Config.m_ClDummy].m_Jump = 0;
m_JoystickTapTime = CurTime;
}
m_JoystickRunPressed = RunPressed;
if( RunPressed )
{
m_InputDirectionLeft[g_Config.m_ClDummy] = (RunX < -JOYSTICK_RUN_DISTANCE);
m_InputDirectionRight[g_Config.m_ClDummy] = (RunX > JOYSTICK_RUN_DISTANCE);
}
// Move 500ms in the same direction, to prevent speed bump when tapping
if( !RunPressed && m_JoystickTapTime + time_freq() / 2 > CurTime )
{
m_InputDirectionLeft[g_Config.m_ClDummy] = 0;
m_InputDirectionRight[g_Config.m_ClDummy] = 0;
}
if( HookPressed )
{
m_MousePos[g_Config.m_ClDummy] = vec2(HookX / 30, HookY / 30);
ClampMousePos();
m_InputData[g_Config.m_ClDummy].m_Hook = 1;
}
else
{
m_InputData[g_Config.m_ClDummy].m_Hook = 0;
}
if( AimPressed )
{
m_MousePos[g_Config.m_ClDummy] = vec2(AimX / 30, AimY / 30);
ClampMousePos();
}
if( AimPressed != m_JoystickFirePressed )
{
// Fire when releasing joystick
if( !AimPressed )
{
m_InputData[g_Config.m_ClDummy].m_Fire ++;
if( (bool)(m_InputData[g_Config.m_ClDummy].m_Fire % 2) != AimPressed )
m_InputData[g_Config.m_ClDummy].m_Fire ++;
FireWasPressed = true;
}
}
m_JoystickFirePressed = AimPressed;
}
if( m_Gamepad )
{
// Get input from left joystick
int RunX = SDL_JoystickGetAxis(m_Gamepad, LEFT_JOYSTICK_X);
int RunY = SDL_JoystickGetAxis(m_Gamepad, LEFT_JOYSTICK_Y);
if( m_UsingGamepad )
{
m_InputDirectionLeft[g_Config.m_ClDummy] = (RunX < -GAMEPAD_DEAD_ZONE);
m_InputDirectionRight[g_Config.m_ClDummy] = (RunX > GAMEPAD_DEAD_ZONE);
}
// Get input from right joystick
int AimX = SDL_JoystickGetAxis(m_Gamepad, RIGHT_JOYSTICK_X);
int AimY = SDL_JoystickGetAxis(m_Gamepad, RIGHT_JOYSTICK_Y);
if( abs(AimX) > GAMEPAD_DEAD_ZONE || abs(AimY) > GAMEPAD_DEAD_ZONE )
{
m_MousePos[g_Config.m_ClDummy] = vec2(AimX / 30, AimY / 30);
ClampMousePos();
}
if( !m_UsingGamepad && (abs(AimX) > GAMEPAD_DEAD_ZONE || abs(AimY) > GAMEPAD_DEAD_ZONE || abs(RunX) > GAMEPAD_DEAD_ZONE || abs(RunY) > GAMEPAD_DEAD_ZONE) )
{
UI()->AndroidShowScreenKeys(false);
m_UsingGamepad = true;
}
}
CServerInfo Info;
GameClient()->Client()->GetServerInfo(&Info);
if( g_Config.m_ClAutoswitchWeaponsOutOfAmmo && !IsRace(&Info) && !IsDDRace(&Info) && m_pClient->m_Snap.m_pLocalCharacter )
{
// Keep track of ammo count, we know weapon ammo only when we switch to that weapon, this is tracked on server and protocol does not track that
m_AmmoCount[m_pClient->m_Snap.m_pLocalCharacter->m_Weapon%NUM_WEAPONS] = m_pClient->m_Snap.m_pLocalCharacter->m_AmmoCount;
// Autoswitch weapon if we're out of ammo
if( (m_InputData[g_Config.m_ClDummy].m_Fire % 2 != 0 || FireWasPressed) &&
m_pClient->m_Snap.m_pLocalCharacter->m_AmmoCount == 0 &&
m_pClient->m_Snap.m_pLocalCharacter->m_Weapon != WEAPON_HAMMER &&
m_pClient->m_Snap.m_pLocalCharacter->m_Weapon != WEAPON_NINJA )
{
int w;
for( w = WEAPON_RIFLE; w > WEAPON_GUN; w-- )
{
if( w == m_pClient->m_Snap.m_pLocalCharacter->m_Weapon )
continue;
if( m_AmmoCount[w] > 0 )
break;
}
if( w != m_pClient->m_Snap.m_pLocalCharacter->m_Weapon )
m_InputData[g_Config.m_ClDummy].m_WantedWeapon = w+1;
}
}
// update target pos
if(m_pClient->m_Snap.m_pGameInfoObj && !m_pClient->m_Snap.m_SpecInfo.m_Active)
m_TargetPos[g_Config.m_ClDummy] = m_pClient->m_LocalCharacterPos + m_MousePos[g_Config.m_ClDummy];
else if(m_pClient->m_Snap.m_SpecInfo.m_Active && m_pClient->m_Snap.m_SpecInfo.m_UsePosition)
m_TargetPos[g_Config.m_ClDummy] = m_pClient->m_Snap.m_SpecInfo.m_Position + m_MousePos[g_Config.m_ClDummy];
else
m_TargetPos[g_Config.m_ClDummy] = m_MousePos[g_Config.m_ClDummy];
}
bool CControls::OnMouseMove(float x, float y)
{
if((m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED) ||
(m_pClient->m_Snap.m_SpecInfo.m_Active && m_pClient->m_pChat->IsActive()))
return false;
#if defined(__ANDROID__) // No relative mouse on Android
// We're using joystick on Android, mouse is disabled
if( m_OldMouseX != x || m_OldMouseY != y )
{
m_OldMouseX = x;
m_OldMouseY = y;
m_MousePos[g_Config.m_ClDummy] = vec2((x - Graphics()->Width()/2), (y - Graphics()->Height()/2));
ClampMousePos();
}
#else
m_MousePos[g_Config.m_ClDummy] += vec2(x, y); // TODO: ugly
ClampMousePos();
#endif
return true;
}
void CControls::ClampMousePos()
{
if(m_pClient->m_Snap.m_SpecInfo.m_Active && m_pClient->m_Snap.m_SpecInfo.m_SpectatorID < 0)
{
m_MousePos[g_Config.m_ClDummy].x = clamp(m_MousePos[g_Config.m_ClDummy].x, 200.0f, Collision()->GetWidth()*32-200.0f);
m_MousePos[g_Config.m_ClDummy].y = clamp(m_MousePos[g_Config.m_ClDummy].y, 200.0f, Collision()->GetHeight()*32-200.0f);
}
else
{
float CameraMaxDistance = 200.0f;
float FollowFactor = (g_Config.m_ClDyncam ? g_Config.m_ClDyncamFollowFactor : g_Config.m_ClMouseFollowfactor) / 100.0f;
float DeadZone = g_Config.m_ClDyncam ? g_Config.m_ClDyncamDeadzone : g_Config.m_ClMouseDeadzone;
float MaxDistance = g_Config.m_ClDyncam ? g_Config.m_ClDyncamMaxDistance : g_Config.m_ClMouseMaxDistance;
float MouseMax = min(CameraMaxDistance/FollowFactor + DeadZone, MaxDistance);
if(length(m_MousePos[g_Config.m_ClDummy]) > MouseMax)
m_MousePos[g_Config.m_ClDummy] = normalize(m_MousePos[g_Config.m_ClDummy])*MouseMax;
}
}