From 825f5f83729daa39c57bca8cf660d3b2b494e972 Mon Sep 17 00:00:00 2001 From: revility <32818302+revility@users.noreply.github.com> Date: Sat, 22 Sep 2018 17:57:22 -0400 Subject: [PATCH] pm_modelview enabled by default Enabling the pm_modelview and setting the correct joint in the player.cpp file corrects issues with the trace line used for creating thirdperson crosshair getting cut off early due to objects being to close. Most mostly noticeable shooting around corners. --- game/gamesys/SysCvar.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/game/gamesys/SysCvar.cpp b/game/gamesys/SysCvar.cpp index fcb5d70..af6ba78 100644 --- a/game/gamesys/SysCvar.cpp +++ b/game/gamesys/SysCvar.cpp @@ -274,7 +274,7 @@ idCVar pm_thirdPersonAngle( "pm_thirdPersonAngle", "0", CVAR_GAME | CVAR_NE idCVar pm_thirdPersonClip( "pm_thirdPersonClip", "1", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_BOOL, "clip third person view into world space" ); idCVar pm_thirdPerson( "pm_thirdPerson", "1", CVAR_GAME | CVAR_NETWORKSYNC |CVAR_BOOL, "enables third person view" ); //ivan idCVar pm_thirdPersonDeath( "pm_thirdPersonDeath", "0", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_BOOL, "enables third person view when player dies" ); -idCVar pm_modelView( "pm_modelView", "1", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_INTEGER, draws camera from POV of a player model's joint (1 = always, 2 = when dead)", 0, 2, idCmdSystem::ArgCompletion_Integer<0,2> ); +idCVar pm_modelView( "pm_modelView", "1", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_INTEGER, "draws camera from POV of a player models joint. (1 = always, 2 = when dead)", 0, 2, idCmdSystem::ArgCompletion_Integer<0,2> ); //2018 Revility. 3rdperson crosshair fix idCVar pm_airTics( "pm_air", "1800", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_INTEGER, "how long in milliseconds the player can go without air before he starts taking damage" ); ////REVILITY START OFFSETS THE THIRDPERSON CAMERA LEFT TO RIGHT 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." );