NS/main/source/cl_dll/hud_update.cpp

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/***
*
* Copyright (c) 1999, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
//
// hud_update.cpp
//
#include <math.h>
#include "hud.h"
#include "cl_util.h"
#include <stdlib.h>
#include <memory.h>
int CL_ButtonBits( int );
void CL_ResetButtonBits( int bits );
extern float v_idlescale;
float in_fov;
extern void HUD_SetCmdBits( int bits );
int CHud::UpdateClientData(client_data_t *cdata, float time)
{
memcpy(m_vecOrigin, cdata->origin, sizeof(vec3_t));
memcpy(m_vecAngles, cdata->viewangles, sizeof(vec3_t));
m_iKeyBits = CL_ButtonBits( 0 );
m_iWeaponBits = cdata->iWeaponBits;
in_fov = cdata->fov;
Think();
//cdata->fov = m_iFOV;
float width = ScreenWidth();
float height = ScreenHeight();
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// Horizontal+ widescreen view correction - engine uses vertical- cropping
// Cvar to let players use old widescreen. Only allow it to change when not alive so it can't be used as a zoom toggle.
if (!gHUD.GetIsAlive(false))
{
wstoggle = CVAR_GET_FLOAT("cl_widescreen") != 0;
}
if (wstoggle)
{
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m_wsFOV = atanf(tan(m_iFOV * M_PI / 360) * 0.75 * width / height) * 360 / M_PI;
//clamp for game balance
if (m_iFOV == 105 && m_wsFOV > 121)
{
m_wsFOV = 120;
}
else if (m_iFOV == 100 && m_wsFOV > 117)
{
m_wsFOV = 116;
}
else if (m_iFOV == 90 && m_wsFOV > 107)
{
m_wsFOV = 106;
}
else if (m_wsFOV < 90)
{
m_wsFOV = 90;
}
}
else
{
m_wsFOV = m_iFOV;
}
cdata->fov = m_wsFOV;
CL_ResetButtonBits( m_iKeyBits );
// return 1 if in anything in the client_data struct has been changed, 0 otherwise
return 1;
}