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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revility 2018-10-30 18:59:49 -04:00 committed by GitHub
parent 6caceeb84b
commit b26313e2ef
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@ -279,7 +279,8 @@ idCVar pm_thirdPersonDeath( "pm_thirdPersonDeath", "0", CVAR_GAME | CVAR_NE
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> );
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." );
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." );
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." );
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." );
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." );
idCVar g_showPlayerShadow( "g_showPlayerShadow", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "enables shadow of player model" );
idCVar g_showHud( "g_showHud", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "" );