diff --git a/reaction/cgame/cg_main.c b/reaction/cgame/cg_main.c index 56bb6e14..b8c15973 100644 --- a/reaction/cgame/cg_main.c +++ b/reaction/cgame/cg_main.c @@ -743,7 +743,7 @@ static cvarTable_t cvarTable[] = { // bk001129 {&cg_ignore, "cg_ignore", "0", 0}, // used for debugging {&cg_autoswitch, "cg_autoswitch", "1", CVAR_ARCHIVE}, {&cg_drawGun, "cg_drawGun", "1", CVAR_ARCHIVE}, - {&cg_fov, "cg_fov", "90", CVAR_ARCHIVE}, + {&cg_fov, "cg_fov", "90", CVAR_ARCHIVE | CVAR_CHEAT }, {&cg_viewsize, "cg_viewsize", "100", CVAR_ARCHIVE}, {&cg_stereoSeparation, "cg_stereoSeparation", "0.4", CVAR_ARCHIVE}, {&cg_shadows, "cg_shadows", "1", CVAR_ARCHIVE}, diff --git a/reaction/cgame/cg_view.c b/reaction/cgame/cg_view.c index 8f5a2439..f7c9a070 100644 --- a/reaction/cgame/cg_view.c +++ b/reaction/cgame/cg_view.c @@ -854,6 +854,9 @@ static int CG_CalcFov(void) cg.zoomSensLock = qfalse; } + // Makro - adjust for cg_fov + fov_x *= cg_fov.value / 90.f; + // Makro - adjust for wide screen // We first determine fov_y corresponding to the previously computed fov_x, // if the screen had been 4:3. Then, given that fov_y, we determine fov_x @@ -877,6 +880,7 @@ static int CG_CalcFov(void) // set it cg.refdef.fov_x = fov_x; cg.refdef.fov_y = fov_y; + //Slicer: Don't calculate new values for the zoomSensitivity when doing the firing sequence if(!cg.zoomSensLock) { if (!cg.zoomed ) {