Split The code is public; the app answers only to the crew.
The AWP's scope zooms the view but not the mouse: 40° of view turns as fast as 90°, so a scoped flick overshoots #182
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Split The code is public; the app answers only to the crew.
Scale the look sensitivity with the zoom, so the AWP scope is the precision instrument it is supposed to be instead of the twitchiest gun in the game.
main.ts:782draws the scoped view atfov: 40against the hip's90, and the mouse is untouched:controls.sensitivityis one number set from the settings field (main.ts:103,:113,:617) and read the same way whether or notview.scoped. So the same mouse movement sweeps the same number of degrees while the screen shows less than half as much of the world — a scoped turn feels more than twice as fast, and the one weapon that exists to reward a steady hand is the one you cannot hold still. CS has had a number for this since 1.6 (zoom_sensitivity_ratio); this game has none.Done looks like
main.ts.sensitivityalready is: a zoom ratio with sane limits, defaulting to whatever makes the scope feel right (say what you chose and why). A player who wants the old behaviour can have it by setting the ratio to 1.observe.ts, nothing in the policy's numbers.Files I expect to change:
src/client/input.ts(or wherever the delta becomes a yaw — say which),src/client/settings.ts,src/client/settings.test.ts,src/client/input.test.ts,src/client/main.ts,src/pages/game.ts,README.md.Risks: the scope's FOV and the hip's are in
main.tstoday and the sensitivity is ininput.ts; putting the ratio in the wrong one leaves two places that both think they own the zoom. Whatever you pick, there must be exactly one derivation.main.tsis touched by pulls #156 and #159 — keep the diff there small.Brief that fits: vesper.