DWORD run_y; DWORD cur_speed; ///Mouse Drop float deriv[2] = { 0.0, 0.0 }; float last_angle[2] = { 0.0f, 0.0f }; double integral[2] = { 0.0, 0.0 }; float m = 1.1f / (local_player->view_fov * 5.0f * cmap->mouse_sensitivity); *out_x = (signed long) (angle_x * m / D3DXToRadian(cmap->deg_per_pixel_x)); *out_y = (signed long) - (angle_y * m / D3DXToRadian(cmap->deg_per_pixel_y)); } float disp_x = 0.0f; float disp_y = 0.0f; angle_x = D3DXToDegree(angle_x); angle_y = -D3DXToDegree(angle_y); disp_x = 15 * angle_x - 1200* (-deriv[0] / frame_time / accel) * fabsf(deriv[0]) ; *out_x = disp_x / max_speed / cmap->deg_per_pixel_x / cmap->mouse_sensitivity; } else *out_x = 0; max_speed = local_info.GetTRotMSpeedY(); accel = local_info.GetTRotMAccelY(); if( max_speed > 0.0f && accel > 0.0f) { run_y = (angle_y - PHY_FREQ*cur_speed/accel ); run_y = (cur_speed - accel * angle_y) / (-2.0f * accel * max_speed); || !player->player_object || !player->player_object->ptr || !player->player_soldier || player->vehicle_seat_num < 0 || !player->player_view ) return FALSE; lag = (float) player->player_ping "1256" case TEMPLATE_PLAYERCONTROLOBJECT_ID: vehicle = (CObject_PlayerControlObject*) object; assert( vehicle->vehicle_soldier && vehicle->vehicle_soldier->object ); soldier = (CObject_Soldier*) vehicle->vehicle_soldier->ptr; assert(soldier && soldier->object_template->GetTemplateType() == TEMPLATE_SOLDIER_ID);