rolling at different views would change speed because the roll detection only realy detects if we're rolling, but not by how much.
Just clamped a max roll angle so you dont notice this.
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@@ -2259,6 +2259,11 @@ void fly(void)
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upvec[1]=0;
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upvec[2]=1;
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/*clamp teh max roll speed - hides the fact that the roll calculation
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only realy detects if we're rolling, but not by how much */
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if (angle>4) angle= 4;
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else if (angle<-4) angle= -4;
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Mat3MulVecfl(mat, upvec);
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VecRotToQuat( upvec, angle*0.001, tmp_quat); /* Rotate about the relative up vec */
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QuatMul(G.vd->viewquat, G.vd->viewquat, tmp_quat);
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