From d2f36485dd3fbda7c9eb212ac9ffde919af5f8e1 Mon Sep 17 00:00:00 2001 From: Stijn Buys Date: Fri, 1 Aug 2008 20:56:47 +0000 Subject: revert renderer camera location, fix r_restart --- src/client/input.cc | 8 ++++---- src/client/targets.cc | 2 +- 2 files changed, 5 insertions(+), 5 deletions(-) (limited to 'src/client') diff --git a/src/client/input.cc b/src/client/input.cc index f1d9464..b281b8e 100644 --- a/src/client/input.cc +++ b/src/client/input.cc @@ -234,10 +234,10 @@ void init() input_mousecontrol = core::Cvar::get("input_mousecontrol", 1.0f, core::Cvar::Archive); input_mousecontrol->set_info("[bool] enable or disable mouse control"); - input_keydelay = core::Cvar::get("input_keydelay", 150.0f, core::Cvar::Archive); + input_keydelay = core::Cvar::get("input_keydelay", 200.0f, core::Cvar::Archive); input_keydelay->set_info("[int] keyboard delay time-out in milliseconds"); - input_keyrepeat = core::Cvar::get("input_keyrepeat", 15.0f, core::Cvar::Archive); + input_keyrepeat = core::Cvar::get("input_keyrepeat", 30.0f, core::Cvar::Archive); input_keyrepeat->set_info("[int] keyboard repeat time-out in milliseconds"); core::Func *func = 0; @@ -628,13 +628,13 @@ void frame(float seconds) } /* -- handle key repeat --------------------------- */ - float delay = 150.0f; // key delay time-out in milliseconds + float delay = 200.0f; // key delay time-out in milliseconds if (input_keydelay) { delay = input_keydelay->value(); math::clamp(delay, 50.0f, 500.0f); } - float repeat = 10.0f; // key repeat time-out in milliseconds + float repeat = 30.0f; // key repeat time-out in milliseconds if (input_keyrepeat) { repeat = input_keyrepeat->value(); math::clamp(repeat, 10.0f, 250.0f); diff --git a/src/client/targets.cc b/src/client/targets.cc index 541206d..8dc5c07 100644 --- a/src/client/targets.cc +++ b/src/client/targets.cc @@ -364,7 +364,7 @@ void draw_target() + plane_normal.y * (entity->state()->location().y - render::Camera::eye().y) + plane_normal.z * (entity->state()->location().z - render::Camera::eye().z); - Vector3f intersection = (entity->state()->location() - render::Camera::eye()) * t; + Vector3f intersection = render::Camera::eye() + (entity->state()->location() - render::Camera::eye()) * t; // draw the target cursor in the frustum front plane, but in real world coordinates const float r = 0.05; -- cgit v1.2.3