pm_crossHairOrigin added

Changes cross hair trace line origin from the camera's origin to a joint on the player's model defined in player.cpp file
Done this way because pm_modelview cvar has some kind of over ride going on when the levels start.  Consider this a work  around fix.
This commit is contained in:
revility 2018-09-27 18:36:40 -04:00 committed by Daniel Gibson
parent 918d780d36
commit 10be5f2713
2 changed files with 12 additions and 1 deletions

View file

@ -1200,6 +1200,7 @@ idPlayer::idPlayer() {
noclip = false;
godmode = false;
telishield = 1; //added Revility 2018 for shield spells, player taking no damage
crossHairOrigin = 1; //rev 2018
//ivan start
animMoveNoGravity = false;
animMoveType = ANIMMOVE_NONE;
@ -8996,6 +8997,14 @@ void idPlayer::CalculateRenderView( void ) {
if ( g_showviewpos.GetBool() ) {
gameLocal.Printf( "%s : %s\n", renderView->vieworg.ToString(), renderView->viewaxis.ToAngles().ToString() );
}
//Rev 2018 start
crossHairOrigin = cvarSystem->GetCVarInteger( "pm_crossHairOrigin" );
if ( crossHairOrigin > 0 ) {
cvarSystem->SetCVarInteger( "pm_modelview", 1 );
} else {
cvarSystem->SetCVarInteger( "pm_modelview", 0 );
}
//Rev 2018 end
}
#ifdef USE_AIM_DIR_FIX

View file

@ -334,8 +334,10 @@ public:
int weapon_pda;
int weapon_fists;
int heartRate;
int crossHairOrigin; //rev 2018
int telishield; //player def key. used in player script to change animations.
int heartRate;
idInterpolate<float> heartInfo;
int lastHeartAdjust;
int lastHeartBeat;