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92 lines
2 KiB
C++
92 lines
2 KiB
C++
/***
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*
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* Copyright (c) 1999, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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//
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// hud_update.cpp
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//
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#include <math.h>
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#include "hud.h"
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#include "cl_util.h"
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#include <stdlib.h>
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#include <memory.h>
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int CL_ButtonBits( int );
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void CL_ResetButtonBits( int bits );
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extern float v_idlescale;
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float in_fov;
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extern void HUD_SetCmdBits( int bits );
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int CHud::UpdateClientData(client_data_t *cdata, float time)
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{
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memcpy(m_vecOrigin, cdata->origin, sizeof(vec3_t));
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memcpy(m_vecAngles, cdata->viewangles, sizeof(vec3_t));
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m_iKeyBits = CL_ButtonBits( 0 );
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m_iWeaponBits = cdata->iWeaponBits;
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in_fov = cdata->fov;
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Think();
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//cdata->fov = m_iFOV;
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float width = ScreenWidth();
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float height = ScreenHeight();
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// Horizontal+ widescreen view correction - engine uses vertical- cropping
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// 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.
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if (!gHUD.GetIsAlive(false))
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{
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wstoggle = CVAR_GET_FLOAT("cl_widescreen") != 0;
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}
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if (wstoggle)
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{
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m_wsFOV = atanf(tan(m_iFOV * M_PI / 360) * 0.75 * width / height) * 360 / M_PI;
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//clamp for game balance
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if (m_iFOV == 105 && m_wsFOV > 121)
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{
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m_wsFOV = 120;
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}
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else if (m_iFOV == 100 && m_wsFOV > 117)
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{
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m_wsFOV = 116;
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}
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else if (m_iFOV == 90 && m_wsFOV > 107)
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{
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m_wsFOV = 106;
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}
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else if (m_wsFOV < 90)
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{
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m_wsFOV = 90;
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}
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}
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else
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{
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m_wsFOV = m_iFOV;
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}
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cdata->fov = m_wsFOV;
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CL_ResetButtonBits( m_iKeyBits );
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// return 1 if in anything in the client_data struct has been changed, 0 otherwise
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return 1;
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}
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