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@ -206,7 +206,6 @@ namespace MWInput
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{
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{
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// Tell OIS to handle all input events
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// Tell OIS to handle all input events
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mInputManager->capture();
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mInputManager->capture();
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// inject some fake mouse movement to force updating MyGUI's widget states
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// inject some fake mouse movement to force updating MyGUI's widget states
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// this shouldn't do any harm since we're moving back to the original position afterwards
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// this shouldn't do any harm since we're moving back to the original position afterwards
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MyGUI::InputManager::getInstance().injectMouseMove( int(mMouseX+1), int(mMouseY+1), mMouseWheel);
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MyGUI::InputManager::getInstance().injectMouseMove( int(mMouseX+1), int(mMouseY+1), mMouseWheel);
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@ -501,10 +500,6 @@ namespace MWInput
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// We keep track of our own mouse position, so that moving the mouse while in
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// We keep track of our own mouse position, so that moving the mouse while in
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// game mode does not move the position of the GUI cursor
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// game mode does not move the position of the GUI cursor
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// Don't support the UI sensitivity slider to reduce headache
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// related to when the mouse can leave the window, and what to
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// do when it re-enters
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mMouseX = arg.x;
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mMouseX = arg.x;
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mMouseY = arg.y;
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mMouseY = arg.y;
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@ -533,8 +528,8 @@ namespace MWInput
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// Only actually turn player when we're not in vanity mode
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// Only actually turn player when we're not in vanity mode
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if(!MWBase::Environment::get().getWorld()->vanityRotateCamera(rot))
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if(!MWBase::Environment::get().getWorld()->vanityRotateCamera(rot))
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{
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{
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mPlayer.setYaw(x/scale);
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mPlayer.yaw(x/scale);
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mPlayer.setPitch(-y/scale);
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mPlayer.pitch(-y/scale);
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}
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}
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if (arg.zrel)
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if (arg.zrel)
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