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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.
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2 changed files with 12 additions and 1 deletions
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@ -1200,6 +1200,7 @@ idPlayer::idPlayer() {
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noclip = false;
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godmode = false;
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telishield = 1; //added Revility 2018 for shield spells, player taking no damage
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crossHairOrigin = 1; //rev 2018
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//ivan start
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animMoveNoGravity = false;
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animMoveType = ANIMMOVE_NONE;
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@ -8996,6 +8997,14 @@ void idPlayer::CalculateRenderView( void ) {
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if ( g_showviewpos.GetBool() ) {
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gameLocal.Printf( "%s : %s\n", renderView->vieworg.ToString(), renderView->viewaxis.ToAngles().ToString() );
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}
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//Rev 2018 start
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crossHairOrigin = cvarSystem->GetCVarInteger( "pm_crossHairOrigin" );
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if ( crossHairOrigin > 0 ) {
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cvarSystem->SetCVarInteger( "pm_modelview", 1 );
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} else {
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cvarSystem->SetCVarInteger( "pm_modelview", 0 );
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}
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//Rev 2018 end
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}
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#ifdef USE_AIM_DIR_FIX
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@ -334,8 +334,10 @@ public:
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int weapon_pda;
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int weapon_fists;
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int heartRate;
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int crossHairOrigin; //rev 2018
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int telishield; //player def key. used in player script to change animations.
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int heartRate;
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idInterpolate<float> heartInfo;
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int lastHeartAdjust;
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int lastHeartBeat;
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