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added pm_crossHairOrigin cvar
Changes cross hair trace line origin from the camera's origin to a joint on the player's model defined in player.cpp file
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@ -278,6 +278,7 @@ idCVar pm_thirdPerson( "pm_thirdPerson", "1", CVAR_GAME | CVAR_NETWORKSYN
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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_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 g_showPlayerShadow( "g_showPlayerShadow", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "enables shadow of player model" );
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idCVar g_showHud( "g_showHud", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "" );
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@ -204,6 +204,7 @@ extern idCVar pm_modelView;
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extern idCVar pm_airTics;
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////REVILITY START OFFSETS THE THIRDPERSON CAMERA LEFT TO RIGHT
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extern idCVar pm_thirdPersonSideScale;
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extern idCVar pm_crossHairOrigin; //rev 2018
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////REVILITY END OFFSETS THE THIRDPERSON CAMERA LEFT TO RIGHT
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extern idCVar g_showPlayerShadow;
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