Look ang: Difference between revisions
Jump to navigation
Jump to search
Helixhorned (talk | contribs) Full rewrite; remove a statement claiming that look_and is reset to 3 after lookright, I think it's wrong (ref: P_ProcessInput()) |
Helixhorned (talk | contribs) more info |
||
Line 3: | Line 3: | ||
Negative values offset the camera angle to the left, positive ones to the right. | Negative values offset the camera angle to the left, positive ones to the right. | ||
Because the offset is reset towards 0 at a rate proportional to itself (currently hardcoded to one fourth), there is a point where | Because the offset is reset towards 0 at a rate proportional to itself (currently hardcoded to one fourth), there is a point where the constant addition per time unit (+- 152, unless overridden by [[EVENT_LOOKLEFT]]/[[EVENT_LOOKRIGHT]]) and the resetting balance each other out. With the hardcoded values, these are -605 and 608, that is, about more than 90 degrees. | ||
[[Category:Player structure members]] | [[Category:Player structure members]] |
Revision as of 13:38, 11 August 2011
look_ang is the offset that is added to the (yaw or left-right) viewing angle. In the original game it is in effect when using the "look around shoulder" commands.
Negative values offset the camera angle to the left, positive ones to the right.
Because the offset is reset towards 0 at a rate proportional to itself (currently hardcoded to one fourth), there is a point where the constant addition per time unit (+- 152, unless overridden by EVENT_LOOKLEFT/EVENT_LOOKRIGHT) and the resetting balance each other out. With the hardcoded values, these are -605 and 608, that is, about more than 90 degrees.