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feat: upgrade to radix 3.0
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@@ -54,7 +54,32 @@ export function RotationInputs({ isFullScreen }: RotationInputsProps) {
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<TextField.Root
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style={{
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flex: 1,
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textAlign: 'right',
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}}
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onBlur={() => {
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const [pitch, yaw] = applyPitchYawLimits(
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protagonist.pitch,
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degToRad(Number(turretYawInput.current!.value)),
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gunModelDefinition.pitch,
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turretModelDefinition.yaw,
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hasImprovedVerticalStabilizer,
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);
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modelTransformEvent.emit({ pitch, yaw });
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mutateDuel((state) => {
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state.protagonist!.pitch = pitch;
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state.protagonist!.yaw = yaw;
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});
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turretYawInput.current!.value = radToDeg(protagonist.yaw).toFixed(
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1,
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);
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}}
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onKeyDown={(event) => {
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if (event.key === 'Enter') {
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turretYawInput.current?.blur();
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}
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}}
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onFocus={() => turretYawInput.current?.focus()}
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ref={turretYawInput}
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>
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<TextField.Slot
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style={{
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@@ -63,40 +88,38 @@ export function RotationInputs({ isFullScreen }: RotationInputsProps) {
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>
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Yaw
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</TextField.Slot>
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<TextField.Input
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onBlur={() => {
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const [pitch, yaw] = applyPitchYawLimits(
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protagonist.pitch,
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degToRad(Number(turretYawInput.current!.value)),
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gunModelDefinition.pitch,
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turretModelDefinition.yaw,
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hasImprovedVerticalStabilizer,
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);
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modelTransformEvent.emit({ pitch, yaw });
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mutateDuel((state) => {
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state.protagonist!.pitch = pitch;
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state.protagonist!.yaw = yaw;
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});
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turretYawInput.current!.value = radToDeg(protagonist.yaw).toFixed(
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1,
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);
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}}
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onKeyDown={(event) => {
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if (event.key === 'Enter') {
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turretYawInput.current?.blur();
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}
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}}
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onFocus={() => turretYawInput.current?.focus()}
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ref={turretYawInput}
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style={{ textAlign: 'right' }}
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/>
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<TextField.Slot style={{ userSelect: 'none' }}>°</TextField.Slot>
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</TextField.Root>
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<TextField.Root
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style={{
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flex: 1,
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textAlign: 'right',
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}}
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onBlur={() => {
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const [pitch, yaw] = applyPitchYawLimits(
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degToRad(-Number(gunPitchInput.current!.value) + initialGunPitch),
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protagonist.yaw,
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gunModelDefinition.pitch,
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turretModelDefinition.yaw,
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hasImprovedVerticalStabilizer,
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);
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modelTransformEvent.emit({ pitch, yaw });
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mutateDuel((state) => {
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state.protagonist!.pitch = pitch;
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state.protagonist!.yaw = yaw;
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});
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gunPitchInput.current!.value = (
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-radToDeg(protagonist.pitch) + initialGunPitch
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).toFixed(1);
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}}
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onKeyDown={(event) => {
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if (event.key === 'Enter') {
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gunPitchInput.current?.blur();
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}
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}}
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onFocus={() => gunPitchInput.current?.focus()}
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ref={gunPitchInput}
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>
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<TextField.Slot
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style={{
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@@ -105,35 +128,6 @@ export function RotationInputs({ isFullScreen }: RotationInputsProps) {
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>
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Pitch
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</TextField.Slot>
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<TextField.Input
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onBlur={() => {
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const [pitch, yaw] = applyPitchYawLimits(
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degToRad(
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-Number(gunPitchInput.current!.value) + initialGunPitch,
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),
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protagonist.yaw,
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gunModelDefinition.pitch,
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turretModelDefinition.yaw,
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hasImprovedVerticalStabilizer,
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);
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modelTransformEvent.emit({ pitch, yaw });
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mutateDuel((state) => {
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state.protagonist!.pitch = pitch;
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state.protagonist!.yaw = yaw;
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});
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gunPitchInput.current!.value = (
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-radToDeg(protagonist.pitch) + initialGunPitch
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).toFixed(1);
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}}
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onKeyDown={(event) => {
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if (event.key === 'Enter') {
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gunPitchInput.current?.blur();
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}
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}}
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onFocus={() => gunPitchInput.current?.focus()}
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ref={gunPitchInput}
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style={{ textAlign: 'right' }}
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/>
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<TextField.Slot
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style={{
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userSelect: 'none',
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