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Fix UI player model FOV when using non-640x480 resolution.
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2cb7f25093
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2 changed files with 7 additions and 7 deletions
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@ -736,9 +736,9 @@ void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int ti
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refdef.width = w;
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refdef.height = h;
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refdef.fov_x = (int)((float)refdef.width / 640.0f * 90.0f);
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xx = refdef.width / tan( refdef.fov_x / 360 * M_PI );
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refdef.fov_y = atan2( refdef.height, xx );
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refdef.fov_x = (int)((float)refdef.width / uis.xscale / 640.0f * 90.0f);
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xx = refdef.width / uis.xscale / tan( refdef.fov_x / 360 * M_PI );
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refdef.fov_y = atan2( refdef.height / uis.yscale, xx );
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refdef.fov_y *= ( 360 / M_PI );
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// calculate distance so the player nearly fills the box
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@ -742,13 +742,13 @@ void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int ti
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refdef.width = w;
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refdef.height = h;
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refdef.fov_x = (int)((float)refdef.width / 640.0f * 90.0f);
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xx = refdef.width / tan( refdef.fov_x / 360 * M_PI );
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refdef.fov_y = atan2( refdef.height, xx );
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refdef.fov_x = (int)((float)refdef.width / uiInfo.uiDC.xscale / 640.0f * 90.0f);
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xx = refdef.width / uiInfo.uiDC.xscale / tan( refdef.fov_x / 360 * M_PI );
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refdef.fov_y = atan2( refdef.height / uiInfo.uiDC.yscale, xx );
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refdef.fov_y *= ( 360 / (float)M_PI );
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// calculate distance so the player nearly fills the box
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len = 0.7 * ( maxs[2] - mins[2] );
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len = 0.7 * ( maxs[2] - mins[2] );
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origin[0] = len / tan( DEG2RAD(refdef.fov_x) * 0.5 );
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origin[1] = 0.5 * ( mins[1] + maxs[1] );
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origin[2] = -0.5 * ( mins[2] + maxs[2] );
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