Don't globally increase mouse sensitivity
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e551998108
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@ -541,11 +541,23 @@ typedef float (*CAM_CapYaw_t)(IInput *, float);
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// Fix client side limit being applied weirdly, Note that most of this is taken from the source leak directly
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float CAM_CapYaw_Hook(IInput *this_, float fVal)
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{
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CAM_CapYaw_t original = (CAM_CapYaw_t) CAM_CapYaw_detour.GetOriginalFunc();
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float ret_val = original(this_, fVal);
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CAM_CapYaw_detour.RestorePatch();
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// Server uses 2.5 what client has
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return ret_val * 2.5f;
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if (CE_INVALID(LOCAL_E))
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return fVal;
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if (HasCondition<TFCond_Charging>(LOCAL_E))
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{
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float flChargeYawCap = re::CTFPlayerShared::CalculateChargeCap(re::CTFPlayerShared::GetPlayerShared(RAW_ENT(LOCAL_E)));
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// Our only change
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flChargeYawCap *= 2.5f;
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if (fVal > flChargeYawCap)
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return flChargeYawCap;
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else if (fVal < -flChargeYawCap)
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return -flChargeYawCap;
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}
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return fVal;
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}
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#define foffset(p, i) ((unsigned char *) &p)[i]
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