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Player rotation no longer FPS dependent

This commit is contained in:
Mads Buvik Sandvei 2020-05-31 12:10:52 +02:00
parent 64d586929c
commit 930ee48da6
2 changed files with 4 additions and 4 deletions

View file

@ -1017,7 +1017,7 @@ private:
while (auto* action = mXRInput->nextAction())
{
processAction(action);
processAction(action, dt);
}
updateActivationIndication();
@ -1062,7 +1062,7 @@ private:
auto elapsed = std::chrono::duration_cast<std::chrono::microseconds>(end - begin);
}
void OpenXRInputManager::processAction(const Action* action)
void OpenXRInputManager::processAction(const Action* action, float dt)
{
static const bool isToggleSneak = Settings::Manager::getBool("toggle sneak", "Input");
auto* xrGUIManager = Environment::get().getGUIManager();
@ -1075,7 +1075,7 @@ private:
mActivationIndication = action->isActive();
break;
case MWInput::A_LookLeftRight:
mYaw += osg::DegreesToRadians(action->value()) * 2.f;
mYaw += osg::DegreesToRadians(action->value()) * 200.f * dt;
break;
case MWInput::A_MoveLeftRight:
mBindingsManager->ics().getChannel(MWInput::A_MoveLeftRight)->setValue(action->value() / 2.f + 0.5f);

View file

@ -40,7 +40,7 @@ namespace MWVR
void updateHead();
void processAction(const class Action* action);
void processAction(const class Action* action, float dt);
Pose getHandPose(int64_t time, TrackedSpace space, Side side);