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Ported viewmodel FOV seperation from 3ds
it is what it is
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4 changed files with 33 additions and 3 deletions
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@ -95,6 +95,7 @@ cvar_t scr_viewsize = {"viewsize","100", CVAR_ARCHIVE};
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cvar_t scr_fov = {"fov","70",CVAR_NONE}; // 10 - 170
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cvar_t scr_fov = {"fov","70",CVAR_NONE}; // 10 - 170
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cvar_t scr_fov_adapt = {"fov_adapt","1",CVAR_ARCHIVE};
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cvar_t scr_fov_adapt = {"fov_adapt","1",CVAR_ARCHIVE};
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cvar_t scr_dynamic_fov = {"scr_dynamic_fov","1",CVAR_ARCHIVE}; //sB add dynamic FOV toggle
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cvar_t scr_dynamic_fov = {"scr_dynamic_fov","1",CVAR_ARCHIVE}; //sB add dynamic FOV toggle
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cvar_t scr_fov_viewmodel = {"r_viewmodel_fov","70"};
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cvar_t scr_conspeed = {"scr_conspeed","500",CVAR_ARCHIVE};
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cvar_t scr_conspeed = {"scr_conspeed","500",CVAR_ARCHIVE};
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cvar_t scr_centertime = {"scr_centertime","2",CVAR_NONE};
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cvar_t scr_centertime = {"scr_centertime","2",CVAR_NONE};
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cvar_t scr_showram = {"showram","1",CVAR_NONE};
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cvar_t scr_showram = {"showram","1",CVAR_NONE};
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@ -693,6 +694,7 @@ void SCR_Init (void)
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Cvar_RegisterVariable (&scr_fov);
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Cvar_RegisterVariable (&scr_fov);
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Cvar_RegisterVariable (&scr_fov_adapt);
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Cvar_RegisterVariable (&scr_fov_adapt);
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Cvar_RegisterVariable (&scr_dynamic_fov); //sB add dynamic FOV toggle
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Cvar_RegisterVariable (&scr_dynamic_fov); //sB add dynamic FOV toggle
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Cvar_RegisterVariable (&scr_fov_viewmodel); //sB porting seperate viewmodel FOV
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Cvar_RegisterVariable (&scr_viewsize);
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Cvar_RegisterVariable (&scr_viewsize);
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Cvar_RegisterVariable (&scr_conspeed);
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Cvar_RegisterVariable (&scr_conspeed);
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Cvar_RegisterVariable (&scr_showram);
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Cvar_RegisterVariable (&scr_showram);
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@ -1650,6 +1652,7 @@ int GetWeaponZoomAmmount (void)
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}
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}
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float zoomin_time;
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float zoomin_time;
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int original_fov;
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int original_fov;
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int original_view_fov;
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void SCR_UpdateScreen (void)
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void SCR_UpdateScreen (void)
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{
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{
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@ -1675,25 +1678,32 @@ void SCR_UpdateScreen (void)
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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if (cl.stats[STAT_ZOOM] == 1)
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if (cl.stats[STAT_ZOOM] == 1) //sB was here porting seperate viewmodel fov
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{
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{
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if(!original_fov)
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if(!original_fov)
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{
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original_fov = scr_fov.value;
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original_fov = scr_fov.value;
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original_view_fov = scr_fov_viewmodel.value;
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}
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if(scr_fov.value > (GetWeaponZoomAmmount() + 1))//+1 for accounting for floating point inaccurraces
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if(scr_fov.value > (GetWeaponZoomAmmount() + 1))//+1 for accounting for floating point inaccurraces
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{
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{
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scr_fov.value += ((original_fov - GetWeaponZoomAmmount()) - scr_fov.value) * 0.25;
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scr_fov.value += ((original_fov - GetWeaponZoomAmmount()) - scr_fov.value) * 0.25;
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scr_fov_viewmodel.value += ((original_view_fov - GetWeaponZoomAmmount()) - scr_fov_viewmodel.value) * 0.25;
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Cvar_SetValue("fov",scr_fov.value);
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Cvar_SetValue("fov",scr_fov.value);
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Cvar_SetValue("r_viewmodel_fov", scr_fov_viewmodel.value);
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}
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}
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}
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}
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else if (cl.stats[STAT_ZOOM] == 2)
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else if (cl.stats[STAT_ZOOM] == 2)
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{
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{
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Cvar_SetValue ("fov", 30);
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Cvar_SetValue ("fov", 30);
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Cvar_SetValue ("r_viewmodel_fov", 30);
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zoomin_time = 0;
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zoomin_time = 0;
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}
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}
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else if (cl.stats[STAT_ZOOM] == 3)
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else if (cl.stats[STAT_ZOOM] == 3)
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{
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{
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if(!original_fov)
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if(!original_fov)
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original_fov = scr_fov.value;
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original_fov = scr_fov.value;
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original_view_fov = scr_fov_viewmodel.value;
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//original_fov = scr_fov.value;
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//original_fov = scr_fov.value;
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if(scr_dynamic_fov.value == 0) //sB add dynamic FOV toggle
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if(scr_dynamic_fov.value == 0) //sB add dynamic FOV toggle
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@ -1703,7 +1713,9 @@ void SCR_UpdateScreen (void)
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else
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else
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{
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{
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scr_fov.value += (original_fov - 10 - scr_fov.value) * 0.3;
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scr_fov.value += (original_fov - 10 - scr_fov.value) * 0.3;
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scr_fov_viewmodel.value += (original_view_fov - 10 - scr_fov_viewmodel.value) * 0.3;
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Cvar_SetValue("fov",scr_fov.value);
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Cvar_SetValue("fov",scr_fov.value);
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Cvar_SetValue("r_viewmodel_fov", scr_fov_viewmodel.value);
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}
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}
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}
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}
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else if (cl.stats[STAT_ZOOM] == 0 && original_fov != 0)
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else if (cl.stats[STAT_ZOOM] == 0 && original_fov != 0)
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@ -1711,11 +1723,14 @@ void SCR_UpdateScreen (void)
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if(scr_fov.value < (original_fov + 1))//+1 for accounting for floating point inaccuracies
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if(scr_fov.value < (original_fov + 1))//+1 for accounting for floating point inaccuracies
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{
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{
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scr_fov.value += (original_fov - scr_fov.value) * 0.25;
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scr_fov.value += (original_fov - scr_fov.value) * 0.25;
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scr_fov_viewmodel.value += (original_view_fov - scr_fov_viewmodel.value) * 0.25;
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Cvar_SetValue("fov",scr_fov.value);
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Cvar_SetValue("fov",scr_fov.value);
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Cvar_SetValue("r_viewmodel_fov", scr_fov_viewmodel.value);
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}
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}
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else
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else
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{
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{
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original_fov = 0;
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original_fov = 0;
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original_view_fov = 0;
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}
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}
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}
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}
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@ -58,6 +58,7 @@ static inline int IS_NAN (float x) {
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#define VectorCopy(a,b) {b[0]=a[0];b[1]=a[1];b[2]=a[2];}
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#define VectorCopy(a,b) {b[0]=a[0];b[1]=a[1];b[2]=a[2];}
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#define VectorClear(a) ((a)[0] = (a)[1] = (a)[2] = 0)
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#define VectorClear(a) ((a)[0] = (a)[1] = (a)[2] = 0)
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#define VectorNegate(a, b) ((b)[0] = -(a)[0], (b)[1] = -(a)[1], (b)[2] = -(a)[2])
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#define VectorNegate(a, b) ((b)[0] = -(a)[0], (b)[1] = -(a)[1], (b)[2] = -(a)[2])
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#define DEG2RAD( a ) ( a * M_PI ) / 180.0F //sB porting seperate viewmodel fov
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//johnfitz -- courtesy of lordhavoc
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//johnfitz -- courtesy of lordhavoc
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// QuakeSpasm: To avoid strict aliasing violations, use a float/int union instead of type punning.
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// QuakeSpasm: To avoid strict aliasing violations, use a float/int union instead of type punning.
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@ -25,6 +25,10 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "quakedef.h"
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#include "quakedef.h"
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extern cvar_t r_drawflat, gl_overbright_models, gl_fullbrights, r_lerpmodels, r_lerpmove; //johnfitz
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extern cvar_t r_drawflat, gl_overbright_models, gl_fullbrights, r_lerpmodels, r_lerpmove; //johnfitz
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extern cvar_t scr_fov_viewmodel; //sB porting seperate viewmodel FOV
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extern cvar_t scr_fov;
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#include "mathlib.h"
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//up to 16 color translated skins
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//up to 16 color translated skins
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gltexture_t *playertextures[MAX_SCOREBOARD]; //johnfitz -- changed to an array of pointers
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gltexture_t *playertextures[MAX_SCOREBOARD]; //johnfitz -- changed to an array of pointers
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@ -876,6 +880,7 @@ void R_DrawTransparentAliasModel (entity_t *e)
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//
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//
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glPushMatrix ();
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glPushMatrix ();
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R_RotateForEntity (lerpdata.origin, lerpdata.angles);
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R_RotateForEntity (lerpdata.origin, lerpdata.angles);
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glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2]);
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glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2]);
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glScalef (paliashdr->scale[0], paliashdr->scale[1], paliashdr->scale[2]);
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glScalef (paliashdr->scale[0], paliashdr->scale[1], paliashdr->scale[2]);
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@ -962,8 +967,17 @@ void R_DrawAliasModel (entity_t *e)
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//
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//
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glPushMatrix ();
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glPushMatrix ();
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R_RotateForEntity (lerpdata.origin, lerpdata.angles);
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R_RotateForEntity (lerpdata.origin, lerpdata.angles);
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glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2]);
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glScalef (paliashdr->scale[0], paliashdr->scale[1], paliashdr->scale[2]);
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//sB porting viewmodel FOV from 3ds build
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// Special handling of view model to keep FOV from altering look. Pretty good. Not perfect but rather close.
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if (e == &cl.viewent && scr_fov_viewmodel.value) {
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float scale = 1.0f / tan (DEG2RAD (scr_fov.value / 2.0f)) * scr_fov_viewmodel.value / 90.0f;
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glTranslatef (paliashdr->scale_origin[0] * scale, paliashdr->scale_origin[1], paliashdr->scale_origin[2]);
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glScalef (paliashdr->scale[0] * scale, paliashdr->scale[1], paliashdr->scale[2]);
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} else {
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glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2]);
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glScalef (paliashdr->scale[0], paliashdr->scale[1], paliashdr->scale[2]);
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}
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//
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//
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// random stuff
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// random stuff
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