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cg_fov (now cheat-protected) is taken into account when computing fov.
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2 changed files with 5 additions and 1 deletions
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@ -743,7 +743,7 @@ static cvarTable_t cvarTable[] = { // bk001129
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{&cg_ignore, "cg_ignore", "0", 0}, // used for debugging
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{&cg_autoswitch, "cg_autoswitch", "1", CVAR_ARCHIVE},
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{&cg_drawGun, "cg_drawGun", "1", CVAR_ARCHIVE},
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{&cg_fov, "cg_fov", "90", CVAR_ARCHIVE},
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{&cg_fov, "cg_fov", "90", CVAR_ARCHIVE | CVAR_CHEAT },
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{&cg_viewsize, "cg_viewsize", "100", CVAR_ARCHIVE},
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{&cg_stereoSeparation, "cg_stereoSeparation", "0.4", CVAR_ARCHIVE},
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{&cg_shadows, "cg_shadows", "1", CVAR_ARCHIVE},
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@ -854,6 +854,9 @@ static int CG_CalcFov(void)
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cg.zoomSensLock = qfalse;
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}
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// Makro - adjust for cg_fov
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fov_x *= cg_fov.value / 90.f;
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// Makro - adjust for wide screen
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// We first determine fov_y corresponding to the previously computed fov_x,
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// if the screen had been 4:3. Then, given that fov_y, we determine fov_x
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@ -877,6 +880,7 @@ static int CG_CalcFov(void)
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// set it
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cg.refdef.fov_x = fov_x;
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cg.refdef.fov_y = fov_y;
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//Slicer: Don't calculate new values for the zoomSensitivity when doing the firing sequence
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if(!cg.zoomSensLock) {
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if (!cg.zoomed ) {
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