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cartesian mouse movement (non polar)

#1
i saw this guy with this setting, it allowed them to rotate vertically more than 90 degrees (180 deg vertical rotation would cause the hud to be upsidedown) 
how do i do that?
normal aiming uses polar coordinates, a mouse dpi click corresponds to a certian angle i think the unlimiting verticle mouse movement gets rid of that.

The reason i dont want polar mouse movement as it introduces distortions, tracking a player moving in a straight line at a higher angle requires curving the mouse and that curve changes depending on the verticle look angle i dont want that, seems like it makes aiming harder than it needs to be.
i couldnt find the setting anywhere in the menu? is it a wacky command? im not even sure if the setting the guys aim was on even did what i wanted, i might have to make a custom mouse driver that compensates for polar disortions.

if you dont know what im talking about i will exsplain it in simpler turns, lets say your reticle is at 0 degrees such that its perfectly level, when i move my mouse in a straight line to the right without moving vertically my reticle will move in a straigt line, now lets say i have elevated it 45 degrees, when i move the mouse to the right in a straigt line the reticle will move in a circle, i dont want that because the most common motion you have to track ingame is a straight line (because of physics) so i dont want to have to track differantly varying arcs with my mouse depending on how far up im looking and what not.

its hard to get accross what i want exactly, in a nutshell i want a differant coordinate mapping for mouse movement, hopefully that makes sense and someone knows of the setting im talking about.
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#2
i found out what was responsible, its the seta in_pitch_min/max commands
unfortunately it didnt do what i wanted, the thread has essentially been solved. i will probably formalise the aleternate coordinate system i want so someone cacn implement or have it as a mouse driver
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