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fix: correct camera mouse-Y inversion (mouse-down should look down by default)
SDL yrel > 0 means the mouse moved downward. In WoW, moving the mouse down should decrease pitch (look down), but the previous code did += yrel which increased pitch (look up). This made the camera appear inverted — moving the mouse down tilted the view upward. The invertMouse option accidentally produced the correct WoW-default behaviour. Fix: negate the default invert factor so mouse-down = look down without InvertMouse, and mouse-down = look up when InvertMouse is enabled.
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1 changed files with 3 additions and 1 deletions
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@ -1903,7 +1903,9 @@ void CameraController::processMouseMotion(const SDL_MouseMotionEvent& event) {
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// Directly update stored yaw/pitch (no lossy forward-vector derivation)
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yaw -= event.xrel * mouseSensitivity;
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float invert = invertMouse ? -1.0f : 1.0f;
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// SDL yrel > 0 = mouse moved DOWN. In WoW, mouse-down = look down = pitch decreases.
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// invertMouse flips to flight-sim style (mouse-down = look up).
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float invert = invertMouse ? 1.0f : -1.0f;
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pitch += event.yrel * mouseSensitivity * invert;
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// WoW-style pitch limits: can look almost straight down, limited upward
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