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pm_crossHairSideScale added
Added new cvar pm_crossHairSideScale Corrected description of pm_ProjectileOrigin.... this does not effect projectiles. Only the tracers, models or particles attached to them.
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1 changed files with 4 additions and 3 deletions
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@ -271,15 +271,16 @@ idCVar pm_bobroll( "pm_bobroll", "0.002", CVAR_GAME | CVAR_NETWORKSYNC |
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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" );
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idCVar pm_thirdPersonRange( "pm_thirdPersonRange", "75", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "camera distance from player in 3rd person" );
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idCVar pm_thirdPersonHeight( "pm_thirdPersonHeight", "0", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "height of camera from normal view height in 3rd person" );
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idCVar pm_thirdPersonHeight( "pm_thirdPersonHeight", "0", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "height of camera from normal view height in 3rd person" );
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idCVar pm_thirdPersonAngle( "pm_thirdPersonAngle", "0", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front)" );
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idCVar pm_thirdPersonClip( "pm_thirdPersonClip", "1", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_BOOL, "clip third person view into world space" );
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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", "-0.45", 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 pm_projectileOrigin( "pm_projectileOrigin", "1", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "Set to 1 to launch projectiles 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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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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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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