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- Apr 23, 2013
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static int LoginMenuExitFlag = 0;
static float playerRot = 0;
m_Player->SetPosition(playerPosCreate);
int mMX=Mouse->m_MouseMoveX; float glb_MouseSensAdj = 1.0f; // in range (0.1 - 1.0) float mmoveX = float(-mMX) * glb_MouseSensAdj; [COLOR=#ff0000]if( Mouse->IsPressed(r3dMouse::mRightButton) ) [/COLOR] { playerRot += mmoveX; if(playerRot > 180) playerRot = 180; if(playerRot < -180) playerRot = -180; }
m_Player->m_fPlayerRotationTarget = m_Player->m_fPlayerRotation = 0;
m_Player->m_fPlayerRotationTarget = m_Player->m_fPlayerRotation = playerRot;
m_Player->m_fPlayerRotationTarget = m_Player->m_fPlayerRotation = 0;
if(Mouse->IsPressed(r3dMouse::mLeftButton)) // Rotação do Personagem By Yuri-BR
{
extern PlayerStateVars_s CurrentRig;
float glb_MouseSensAdj = CurrentRig.MouseSensetivity * g_mouse_sensitivity->GetFloat();
int mmX = Mouse->m_MouseMoveX;
int mmY = Mouse->m_MouseMoveY;
float moveX = float(-mmX) * glb_MouseSensAdj;
float moveY = float(-mmY) * glb_MouseSensAdj;
int mx, my;
Mouse->GetXY(mx, my);
if(mx >= 400 && mx <= 900 && my >= 100 && my <= 700)
m_Player->m_fPlayerRotationTarget = m_Player->m_fPlayerRotation += moveX;
if(m_Player->m_fPlayerRotationTarget > 180)
m_Player->m_fPlayerRotationTarget = m_Player->m_fPlayerRotation = 180;
if(m_Player->m_fPlayerRotationTarget < -180)
m_Player->m_fPlayerRotationTarget = m_Player->m_fPlayerRotation = -180;
}
if (Mouse->IsPressed(r3dMouse::mRightButton))
{
save = 1;
r3dVector CamPos(0,0,0);
int mMX=Mouse->m_MouseMoveX;
float glb_MouseSensAdj = g_mouse_sensitivity->GetFloat();
static float camangle = 0;
camangle += float(-mMX) * glb_MouseSensAdj;
if(m_Player->m_fPlayerRotationTarget = m_Player->m_fPlayerRotation > 360.0f ) m_Player->m_fPlayerRotationTarget = m_Player->m_fPlayerRotation = 0.0f;
if(m_Player->m_fPlayerRotationTarget = m_Player->m_fPlayerRotation < -0.0f ) m_Player->m_fPlayerRotationTarget = m_Player->m_fPlayerRotation = -0.0f;
m_Player->m_fPlayerRotationTarget = m_Player->m_fPlayerRotation = -camangle;
}
lul thats my code...
Code:if (Mouse->IsPressed(r3dMouse::mRightButton)) { save = 1; r3dVector CamPos(0,0,0); int mMX=Mouse->m_MouseMoveX; float glb_MouseSensAdj = g_mouse_sensitivity->GetFloat(); static float camangle = 0; camangle += float(-mMX) * glb_MouseSensAdj; if(m_Player->m_fPlayerRotationTarget = m_Player->m_fPlayerRotation > 360.0f ) m_Player->m_fPlayerRotationTarget = m_Player->m_fPlayerRotation = 0.0f; if(m_Player->m_fPlayerRotationTarget = m_Player->m_fPlayerRotation < -0.0f ) m_Player->m_fPlayerRotationTarget = m_Player->m_fPlayerRotation = -0.0f; m_Player->m_fPlayerRotationTarget = m_Player->m_fPlayerRotation = -camangle; }
int mMX = Fare->m_MouseMoveX; float glb_MouseSensAdj = 1.0f; // 0.1 ile 1.0 arasında float mmoveX = static_cast<float>(-mMX) * glb_MouseSensAdj; if (Mouse->IsPressed(r3dMouse::mRightButton)) { playerRot += mmoveX; if (playerRot > 180) playerRot = 180; if (playerRot < -180) playerRot = -180; } else if(m_needPlayerRenderingRequest==3) // oyun ekranını oyna m_Player->SetPosition(playerPosCreate);
Add this instead of this code and the character will return to its previous state after being thinned
C++:// Target rotation value float targetRot = 0.0f; // Rotation speed (adjustable) float rotationSpeed = 1.0f; if (!Mouse->IsPressed(r3dMouse::mRightButton)) { // If the character's rotation is different from the target rotation, reverse the rotation movement if (playerRot != targetRot) { // Determine the direction of rotation float rotationDirection = (playerRot > targetRot) ? -1.0f : 1.0f; // Update the rotation playerRot += rotationSpeed * rotationDirection; // If the rotation speed is slow and it's approximately close to the target, lock the rotation to zero if (fabs(playerRot - targetRot) < rotationSpeed) { playerRot = targetRot; } } } int mMX = Mouse->m_MouseMoveX; float glb_MouseSensAdj = 1.0f; float mmoveX = static_cast<float>(-mMX) * glb_MouseSensAdj; if (Mouse->IsPressed(r3dMouse::mRightButton)) { playerRot += mmoveX; if (playerRot > 180) playerRot = 180; if (playerRot < -180) playerRot = -180; }