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synced 2025-02-01 21:41:07 +00:00
updated a few default settings
pm_crouchviewheight updated. origin was set from near the player's stomach and not the neck pm_thirdpersonsidescale default value reduced. Player can still adjust the amount in the main menu.
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1 changed files with 2 additions and 2 deletions
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@ -253,7 +253,7 @@ idCVar pm_stamina( "pm_stamina", "3", CVAR_GAME | CVAR_NETWORKSYNC | CV
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idCVar pm_staminathreshold( "pm_staminathreshold", "10", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "when stamina drops below this value, player gradually slows to a walk" );
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idCVar pm_staminarate( "pm_staminarate", "0.17", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "rate that player regains stamina. divide pm_stamina by this value to determine how long it takes to fully recharge." );
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idCVar pm_crouchheight( "pm_crouchheight", "38", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "height of player's bounding box while crouched" );
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idCVar pm_crouchviewheight( "pm_crouchviewheight", "32", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "height of player's view while crouched" );
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idCVar pm_crouchviewheight( "pm_crouchviewheight", "45", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "height of player's view while crouched" );
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idCVar pm_normalheight( "pm_normalheight", "74", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "height of player's bounding box while standing" );
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idCVar pm_normalviewheight( "pm_normalviewheight", "68", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "height of player's view while standing" );
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idCVar pm_deadheight( "pm_deadheight", "20", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "height of player's bounding box while dead" );
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@ -277,7 +277,7 @@ idCVar pm_thirdPersonClip( "pm_thirdPersonClip", "1", CVAR_GAME | CVAR_NETW
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idCVar pm_thirdPerson( "pm_thirdPerson", "1", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_BOOL, "enables third person view" ); //ivan //rev 2018 removed archive so it always resets to 1.
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idCVar pm_thirdPersonDeath( "pm_thirdPersonDeath", "0", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_BOOL, "enables third person view when player dies" );
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idCVar pm_modelView( "pm_modelView", "1", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_INTEGER, "draws camera from POV of a player model's joint (1 = always, 2 = when dead)", 0, 2, idCmdSystem::ArgCompletion_Integer<0,2> );
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idCVar pm_thirdPersonSideScale( "pm_thirdPersonSideScale", "-0.45", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "offsets camera from left to right in 3rd person. 0 is center. use negatives to move right and decimals for small offsets." );
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idCVar pm_thirdPersonSideScale( "pm_thirdPersonSideScale", "-0.35", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "offsets camera from left to right in 3rd person. 0 is center. use negatives to move right and decimals for small offsets." );
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idCVar pm_crossHairOrigin( "pm_crossHairOrigin", "1", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "Set to 1 to use the player's right hand to draw from. Improves aiming around corners and less crosshair sticking. set to 0 to draw from camera origin & less bobbing." );
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idCVar pm_crossHairSideScale( "pm_crossHairSideScale", "0", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "Offsets the x position of the view position. Effects crosshair trace origin if pm_croshairorigin is 0." );
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idCVar pm_projectileOrigin( "pm_projectileOrigin", "1", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "Set to 1 to launch the tracers, models or particles for projectile from the weapon's world model barrel joint & towards the crosshair. Launchfrombarrel needs to be set to 0 in projectile def to enable." );
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