Added new cvar cg_RQ3_ssgZoomSensLock

This commit is contained in:
Daniel Simoes 2003-04-23 17:50:32 +00:00
parent 2a5719006d
commit 77aa8b69f1
4 changed files with 20 additions and 7 deletions

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@ -1,6 +1,7 @@
# List fixes here for the 3.1 release
* Added a Zoom Sensitivity Lock during fire sequence of ssg to improve aiming
* Added local cvar cg_RQ3_ssgZoomSensLock to enable or disable the feature above (default enable)
* Upgraded the gamesource RQ3 is built on from 1.29h to 1.32b
* Removed most of the unlagged stuff. Only optimized prediction and smooth clients remains.

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@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.147 2003/04/23 17:49:38 slicer
// Added new cvar cg_RQ3_ssgZoomSensLock
//
// Revision 1.146 2003/04/19 17:41:26 jbravo
// Applied changes that where in 1.29h -> 1.32b gamecode.
//
@ -1785,10 +1788,10 @@ extern vmCvar_t cg_RQ3_flash;
//Elder: toggle alpha blending
extern vmCvar_t cg_RQ3_painblend;
//Slicer: no longer being used
//Elder: toggle client-side zoom assist
extern vmCvar_t cg_RQ3_ssgZoomAssist;
//extern vmCvar_t cg_RQ3_ssgZoomAssist;
extern vmCvar_t cg_RQ3_ssgZoomSensLock;
//Elder: crosshair colours!
extern vmCvar_t cg_RQ3_ssgColorR;
extern vmCvar_t cg_RQ3_ssgColorG;

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@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.136 2003/04/23 17:49:38 slicer
// Added new cvar cg_RQ3_ssgZoomSensLock
//
// Revision 1.135 2003/04/19 17:41:26 jbravo
// Applied changes that where in 1.29h -> 1.32b gamecode.
//
@ -514,9 +517,10 @@ vmCvar_t cg_RQ3_flash;
//Elder: toggle alpha blending
vmCvar_t cg_RQ3_painblend;
//Slicer no longer being used
//Elder: toggle client-side zoom assist
vmCvar_t cg_RQ3_ssgZoomAssist;
//vmCvar_t cg_RQ3_ssgZoomAssist;
vmCvar_t cg_RQ3_ssgZoomSensLock;
//Elder: crosshair colours!
vmCvar_t cg_RQ3_ssgColorR;
@ -808,7 +812,9 @@ static cvarTable_t cvarTable[] = { // bk001129
// NiceAss: added
{&cg_RQ3_strobe, "cg_RQ3_strobe", "0", CVAR_ARCHIVE},
{&cg_RQ3_painblend, "cg_RQ3_painblend", "1", CVAR_ARCHIVE},
{&cg_RQ3_ssgZoomAssist, "cg_RQ3_ssgZoomAssist", "1", CVAR_ARCHIVE},
//Slicer: no longer being used
//{&cg_RQ3_ssgZoomAssist, "cg_RQ3_ssgZoomAssist", "1", CVAR_ARCHIVE},
{&cg_RQ3_ssgZoomSensLock, "cg_RQ3_ssgZoomSensLock", "1", CVAR_ARCHIVE},
{&cg_RQ3_ssgSensitivityAuto, "cg_RQ3_ssgSensitivityAuto", "1", CVAR_ARCHIVE},
{&cg_RQ3_ssgSensitivity2x, "cg_RQ3_ssgSensitivity2x", "0.4", CVAR_ARCHIVE},
{&cg_RQ3_ssgSensitivity4x, "cg_RQ3_ssgSensitivity4x", "0.2", CVAR_ARCHIVE},

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@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.34 2003/04/23 17:49:38 slicer
// Added new cvar cg_RQ3_ssgZoomSensLock
//
// Revision 1.33 2003/04/19 15:27:30 jbravo
// Backing out of most of unlagged. Only optimized prediction and smooth clients
// remains.
@ -710,7 +713,7 @@ static int CG_CalcFov(void)
else {
fov_x = CG_RQ3_GetFov();
//Slicer: if the weapon is about to go to firing sequence, lock the zoomSensitivity
if(cg.snap->ps.weaponstate == WEAPON_FIRING)
if(cg.snap->ps.weaponstate == WEAPON_FIRING && cg_RQ3_ssgZoomSensLock.value)
cg.zoomSensLock = qtrue;
if (cg.snap->ps.weaponstate == WEAPON_RELOADING && cg.zoomFirstReturn != ZOOM_OUT) {