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Instead of relying on the cursor package of LeGo (which is just another dependency), the mouse handling can be done more straight-forward.
Change this line
var int deltaX; deltaX = mulf(mkf(Cursor_RelX), MEM_ReadInt(Cursor_sX)); // Get mouse change in x
into
var int deltaX; deltaX = mulf(mkf(MEM_ReadInt(mouseDeltaX)), MEM_ReadInt(mouseSensX)); // Get mouse change in x
And add these constants:
const int mouseSensX = 9019720; //0x89A148 const int mouseDeltaX = 9246300; //0x8D165C
The text was updated successfully, but these errors were encountered:
This was actually never fixed. It does not seem to work. Instead free aiming will now just have to depend on LeGo_Cursor
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Fix #11, #14, #15, #16 and clean up code
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Instead of relying on the cursor package of LeGo (which is just another dependency), the mouse handling can be done more straight-forward.
Change this line
into
And add these constants:
The text was updated successfully, but these errors were encountered: