diff --git a/src/engine/shared/tater_variables.h b/src/engine/shared/tater_variables.h index e2a2668ea47..a641d3cb658 100644 --- a/src/engine/shared/tater_variables.h +++ b/src/engine/shared/tater_variables.h @@ -24,7 +24,7 @@ MACRO_CONFIG_INT(ClPingNameCircle, tc_nameplate_ping_circle, 0, 0, 1, CFGFLAG_CL MACRO_CONFIG_INT(ClSpecmenuID, tc_spec_menu_ID, 0, 0, 1, CFGFLAG_CLIENT | CFGFLAG_SAVE, "Shows player IDs in spectate menu") MACRO_CONFIG_INT(ClLimitMouseToScreen, tc_limit_mouse_to_screen, 0, 0, 2, CFGFLAG_CLIENT | CFGFLAG_SAVE, "Limit mouse to screen boundries") -MACRO_CONFIG_INT(ClImproveMousePrecision, tc_improve_mouse_precision, 0, 0, 1, CFGFLAG_CLIENT | CFGFLAG_SAVE, "Improve mouse precision by scaling max distance to 1000") +MACRO_CONFIG_INT(ClImproveMousePrecision, tc_improve_mouse_precision, 0, 0, 1, CFGFLAG_CLIENT | CFGFLAG_SAVE, "Improve mouse precision by scaling max distance to 500") MACRO_CONFIG_INT(ClHammerRotatesWithCursor, tc_hammer_rotates_with_cursor, 0, 0, 1, CFGFLAG_CLIENT | CFGFLAG_SAVE, "Allow your hammer to rotate like other weapons") diff --git a/src/game/client/components/controls.cpp b/src/game/client/components/controls.cpp index c3534c81225..f6272a51cae 100644 --- a/src/game/client/components/controls.cpp +++ b/src/game/client/components/controls.cpp @@ -215,8 +215,8 @@ int CControls::SnapInput(int *pData) const int MaxDistance = g_Config.m_ClDyncam ? g_Config.m_ClDyncamMaxDistance : g_Config.m_ClMouseMaxDistance; if(!m_pClient->m_Snap.m_SpecInfo.m_Active && MaxDistance > 5) // Only multiply mouse coords if not angle bind { - if(g_Config.m_ClImproveMousePrecision && MaxDistance < 1000) // Don't scale if it would reduce precision - Pos *= length(Pos) * 1000.0f / (float)MaxDistance; + if(g_Config.m_ClImproveMousePrecision && MaxDistance < 500) // Don't scale if it would reduce precision + Pos *= length(Pos) * 500.0f / (float)MaxDistance; } m_aInputData[g_Config.m_ClDummy].m_TargetX = (int)Pos.x; m_aInputData[g_Config.m_ClDummy].m_TargetY = (int)Pos.y; @@ -241,8 +241,8 @@ int CControls::SnapInput(int *pData) const int MaxDistance = g_Config.m_ClDyncam ? g_Config.m_ClDyncamMaxDistance : g_Config.m_ClMouseMaxDistance; if(!m_pClient->m_Snap.m_SpecInfo.m_Active && MaxDistance > 5) // Only multiply mouse coords if not angle bind { - if(g_Config.m_ClImproveMousePrecision && MaxDistance < 1000) // Don't scale if it would reduce precision - Pos *= length(Pos) * 1000.0f / (float)(g_Config.m_ClDyncam ? g_Config.m_ClDyncamMaxDistance : g_Config.m_ClMouseMaxDistance); + if(g_Config.m_ClImproveMousePrecision && MaxDistance < 500) // Don't scale if it would reduce precision + Pos *= length(Pos) * 500.0f / (float)(g_Config.m_ClDyncam ? g_Config.m_ClDyncamMaxDistance : g_Config.m_ClMouseMaxDistance); if(!g_Config.m_ClOldMouseZoom) Pos *= m_pClient->m_Camera.m_Zoom; } diff --git a/src/game/client/components/players.cpp b/src/game/client/components/players.cpp index ec0adb2bd49..d12c2588172 100644 --- a/src/game/client/components/players.cpp +++ b/src/game/client/components/players.cpp @@ -197,8 +197,8 @@ void CPlayers::RenderHookCollLine( const int MaxDistance = g_Config.m_ClDyncam ? g_Config.m_ClDyncamMaxDistance : g_Config.m_ClMouseMaxDistance; if(MaxDistance > 5) // Only multiply mouse coords if not angle bind { - if(g_Config.m_ClImproveMousePrecision && MaxDistance < 1000) // Don't scale if it would reduce precision - Pos *= length(Pos) * 1000.0f / (float)MaxDistance; + if(g_Config.m_ClImproveMousePrecision && MaxDistance < 500) // Don't scale if it would reduce precision + Pos *= length(Pos) * 500.0f / (float)MaxDistance; if(!m_pClient->m_Snap.m_SpecInfo.m_Active && !g_Config.m_ClOldMouseZoom) Pos *= m_pClient->m_Camera.m_Zoom; } @@ -480,8 +480,8 @@ void CPlayers::RenderPlayer( const int MaxDistance = g_Config.m_ClDyncam ? g_Config.m_ClDyncamMaxDistance : g_Config.m_ClMouseMaxDistance; if(MaxDistance > 5) // Only multiply mouse coords if not angle bind { - if(g_Config.m_ClImproveMousePrecision && MaxDistance < 1000) // Don't scale if it would reduce precision - Pos *= length(Pos) * 1000.0f / (float)MaxDistance; + if(g_Config.m_ClImproveMousePrecision && MaxDistance < 500) // Don't scale if it would reduce precision + Pos *= length(Pos) * 500.0f / (float)MaxDistance; if(!m_pClient->m_Snap.m_SpecInfo.m_Active && !g_Config.m_ClOldMouseZoom) Pos *= m_pClient->m_Camera.m_Zoom; } @@ -920,8 +920,8 @@ void CPlayers::RenderPlayerGhost( const int MaxDistance = g_Config.m_ClDyncam ? g_Config.m_ClDyncamMaxDistance : g_Config.m_ClMouseMaxDistance; if(MaxDistance > 5) // Only multiply mouse coords if not angle bind { - if(g_Config.m_ClImproveMousePrecision && MaxDistance < 1000) // Don't scale if it would reduce precision - Pos *= length(Pos) * 1000.0f / (float)MaxDistance; + if(g_Config.m_ClImproveMousePrecision && MaxDistance < 500) // Don't scale if it would reduce precision + Pos *= length(Pos) * 500.0f / (float)MaxDistance; if(!m_pClient->m_Snap.m_SpecInfo.m_Active && !g_Config.m_ClOldMouseZoom) Pos *= m_pClient->m_Camera.m_Zoom; } diff --git a/src/game/client/components/tclient/menus_tclient.cpp b/src/game/client/components/tclient/menus_tclient.cpp index 5f4aedbb748..47004f5b977 100644 --- a/src/game/client/components/tclient/menus_tclient.cpp +++ b/src/game/client/components/tclient/menus_tclient.cpp @@ -258,7 +258,7 @@ void CMenus::RenderSettingsTClient(CUIRect MainView) Column.HSplitTop(MarginSmall, nullptr, &Column); DoButton_CheckBoxAutoVMarginAndSet(&g_Config.m_ClOldMouseZoom, Localize("Old Mouse Precision (fixes precision at low zoom levels, \nbreaks /tc, /telecursor while zoomed)"), &g_Config.m_ClOldMouseZoom, &Column, LineSize); Column.HSplitTop(MarginSmall, nullptr, &Column); - DoButton_CheckBoxAutoVMarginAndSet(&g_Config.m_ClImproveMousePrecision, Localize("Improve mouse precision by scaling sent max distance to 1000"), &g_Config.m_ClImproveMousePrecision, &Column, LineSize); + DoButton_CheckBoxAutoVMarginAndSet(&g_Config.m_ClImproveMousePrecision, Localize("Improve mouse precision by scaling sent max distance to 500"), &g_Config.m_ClImproveMousePrecision, &Column, LineSize); s_SectionBoxes.back().h = Column.y - s_SectionBoxes.back().y; // ***** Anti Latency Tools ***** //