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				https://github.com/luanti-org/luanti.git
				synced 2025-11-04 01:05:48 +01:00 
			
		
		
		
	Fix single-frame lag in camera yaw/pitch, tune view bobbing and add wielded tool movement when walking and tweak stuff a bit
This commit is contained in:
		@@ -126,9 +126,11 @@ void Camera::step(f32 dtime)
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{
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	if (m_view_bobbing_state != 0)
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	{
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		f32 offset = dtime * m_view_bobbing_speed * 0.035;
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		//f32 offset = dtime * m_view_bobbing_speed * 0.035;
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		f32 offset = dtime * m_view_bobbing_speed * 0.030;
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		if (m_view_bobbing_state == 2)
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		{
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#if 0
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			// Animation is getting turned off
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			if (m_view_bobbing_anim < 0.5)
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				m_view_bobbing_anim -= offset;
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@@ -139,6 +141,29 @@ void Camera::step(f32 dtime)
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				m_view_bobbing_anim = 0;
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				m_view_bobbing_state = 0;
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			}
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#endif
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#if 1
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			// Animation is getting turned off
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			if(m_view_bobbing_anim < 0.25){
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				m_view_bobbing_anim -= offset;
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			} else if(m_view_bobbing_anim > 0.75){
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				m_view_bobbing_anim += offset;
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			} if(m_view_bobbing_anim < 0.5){
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				m_view_bobbing_anim += offset;
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				if(m_view_bobbing_anim > 0.5)
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					m_view_bobbing_anim = 0.5;
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			} else {
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				m_view_bobbing_anim -= offset;
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				if(m_view_bobbing_anim < 0.5)
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					m_view_bobbing_anim = 0.5;
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			}
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			if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
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					fabs(m_view_bobbing_anim - 0.5) < 0.01)
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			{
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				m_view_bobbing_anim = 0;
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				m_view_bobbing_state = 0;
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			}
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#endif
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		}
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		else
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		{
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@@ -183,15 +208,24 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
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		#if 1
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		f32 bobknob = 1.2;
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		f32 bobtmp = sin(pow(bobfrac, bobknob) * PI);
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		f32 bobtmp2 = cos(pow(bobfrac, bobknob) * PI);
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		v3f bobvec = v3f(
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			bobdir * sin(bobfrac * PI),
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			0.8 * bobtmp * bobtmp,
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			0.3 * bobdir * sin(bobfrac * PI),
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			-0.28 * bobtmp * bobtmp,
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			0.);
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		rel_cam_pos += 0.02 * bobvec;
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		rel_cam_target += 0.03 * bobvec;
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		rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * PI);
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		//rel_cam_pos += 0.2 * bobvec;
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		//rel_cam_target += 0.03 * bobvec;
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		//rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * PI);
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		float f = 1.0;
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		rel_cam_pos += bobvec * f;
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		//rel_cam_target += 0.995 * bobvec * f;
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		rel_cam_target += bobvec * f;
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		rel_cam_target.Z -= 0.005 * bobvec.Z * f;
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		//rel_cam_target.X -= 0.005 * bobvec.X * f;
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		//rel_cam_target.Y -= 0.005 * bobvec.Y * f;
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		rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * PI * f);
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		#else
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		f32 angle_deg = 1 * bobdir * sin(bobfrac * PI);
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		f32 angle_rad = angle_deg * PI / 180;
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@@ -241,12 +275,17 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
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		// Euler angles are PURE EVIL, so why not use quaternions?
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		core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
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		core::quaternion quat_end(v3f(90, 20, -130) * core::DEGTORAD);
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		core::quaternion quat_end(v3f(90, -10, -130) * core::DEGTORAD);
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		core::quaternion quat_slerp;
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		quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * PI));
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		quat_slerp.toEuler(wield_rotation);
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		wield_rotation *= core::RADTODEG;
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	}
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	else {
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		f32 bobfrac = my_modf(m_view_bobbing_anim);
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		wield_position.X -= sin(bobfrac*PI*2.0) * 3.0;
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		wield_position.Y += sin(my_modf(bobfrac*2.0)*PI) * 3.0;
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	}
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	m_wieldnode->setPosition(wield_position);
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	m_wieldnode->setRotation(wield_rotation);
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	m_wieldnode->updateLight(player->light);
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@@ -557,6 +596,8 @@ void ExtrudedSpriteSceneNode::updateLight(u8 light)
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	m_light = light;
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	u8 li = decode_light(light);
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	// Set brightness one lower than incoming light
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	diminish_light(li);
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	video::SColor color(255,li,li,li);
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	setMeshVerticesColor(m_meshnode->getMesh(), color);
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}
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		||||
							
								
								
									
										101
									
								
								src/game.cpp
									
									
									
									
									
								
							
							
						
						
									
										101
									
								
								src/game.cpp
									
									
									
									
									
								
							@@ -1336,6 +1336,57 @@ void the_game(
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			debug_stacks_print();
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		}
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		/*
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			Mouse and camera control
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			NOTE: Do this before client.setPlayerControl() to not cause a camera lag of one frame
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		*/
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		if((device->isWindowActive() && noMenuActive()) || random_input)
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		{
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			if(!random_input)
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			{
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				// Mac OSX gets upset if this is set every frame
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				if(device->getCursorControl()->isVisible())
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					device->getCursorControl()->setVisible(false);
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			}
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			if(first_loop_after_window_activation){
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				//std::cout<<"window active, first loop"<<std::endl;
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				first_loop_after_window_activation = false;
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			}
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			else{
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				s32 dx = input->getMousePos().X - displaycenter.X;
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				s32 dy = input->getMousePos().Y - displaycenter.Y;
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				if(invert_mouse)
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					dy = -dy;
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				//std::cout<<"window active, pos difference "<<dx<<","<<dy<<std::endl;
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				/*const float keyspeed = 500;
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				if(input->isKeyDown(irr::KEY_UP))
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					dy -= dtime * keyspeed;
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				if(input->isKeyDown(irr::KEY_DOWN))
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					dy += dtime * keyspeed;
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				if(input->isKeyDown(irr::KEY_LEFT))
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					dx -= dtime * keyspeed;
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				if(input->isKeyDown(irr::KEY_RIGHT))
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					dx += dtime * keyspeed;*/
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				camera_yaw -= dx*0.2;
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				camera_pitch += dy*0.2;
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				if(camera_pitch < -89.5) camera_pitch = -89.5;
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				if(camera_pitch > 89.5) camera_pitch = 89.5;
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			}
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			input->setMousePos(displaycenter.X, displaycenter.Y);
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		}
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		else{
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			// Mac OSX gets upset if this is set every frame
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			if(device->getCursorControl()->isVisible() == false)
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				device->getCursorControl()->setVisible(true);
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			//std::cout<<"window inactive"<<std::endl;
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			first_loop_after_window_activation = true;
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		}
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		/*
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			Player speed control
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			TODO: Cache the keycodes from getKeySetting
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@@ -1408,56 +1459,6 @@ void the_game(
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		//TimeTaker //timer2("//timer2");
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		/*
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			Mouse and camera control
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		*/
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		if((device->isWindowActive() && noMenuActive()) || random_input)
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		{
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			if(!random_input)
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			{
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				// Mac OSX gets upset if this is set every frame
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				if(device->getCursorControl()->isVisible())
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					device->getCursorControl()->setVisible(false);
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			}
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			if(first_loop_after_window_activation){
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				//std::cout<<"window active, first loop"<<std::endl;
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				first_loop_after_window_activation = false;
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			}
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			else{
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				s32 dx = input->getMousePos().X - displaycenter.X;
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				s32 dy = input->getMousePos().Y - displaycenter.Y;
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				if(invert_mouse)
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					dy = -dy;
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				//std::cout<<"window active, pos difference "<<dx<<","<<dy<<std::endl;
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				/*const float keyspeed = 500;
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				if(input->isKeyDown(irr::KEY_UP))
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					dy -= dtime * keyspeed;
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				if(input->isKeyDown(irr::KEY_DOWN))
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					dy += dtime * keyspeed;
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				if(input->isKeyDown(irr::KEY_LEFT))
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					dx -= dtime * keyspeed;
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				if(input->isKeyDown(irr::KEY_RIGHT))
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					dx += dtime * keyspeed;*/
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				camera_yaw -= dx*0.2;
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				camera_pitch += dy*0.2;
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				if(camera_pitch < -89.5) camera_pitch = -89.5;
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				if(camera_pitch > 89.5) camera_pitch = 89.5;
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			}
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			input->setMousePos(displaycenter.X, displaycenter.Y);
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		}
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		else{
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			// Mac OSX gets upset if this is set every frame
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			if(device->getCursorControl()->isVisible() == false)
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				device->getCursorControl()->setVisible(true);
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			//std::cout<<"window inactive"<<std::endl;
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			first_loop_after_window_activation = true;
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		}
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		LocalPlayer* player = client.getLocalPlayer();
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		camera.update(player, busytime, screensize);
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		camera.step(dtime);
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