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https://git.do.srb2.org/STJr/SRB2.git
synced 2025-01-18 15:32:33 +00:00
Reimplemented analog mode cam_dist increase, slight comment updates
Analog mode's camera is now x1.2 of your actual cam_dist setting, instead of being strictly 192. "analog on" seems to reset this modifier every once in a while, but "useranalog on" prevents this. The wiki itself says that you should only change useranalog though, so it shouldn't be too big of a deal.
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parent
dbcbcf5da3
commit
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3 changed files with 15 additions and 24 deletions
12
src/g_game.c
12
src/g_game.c
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@ -1565,12 +1565,6 @@ static void Analog_OnChange(void)
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return;
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return;
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// cameras are not initialized at this point
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// cameras are not initialized at this point
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// Salt: Grooooaaan... I know that cameras aren't initalized yet and that analog needs a farther camera, but directly overwriting someone's settings should not be the way to do it!
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/*if (leveltime > 1)
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CV_SetValue(&cv_cam_dist, 128);
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if (cv_analog.value || demoplayback)
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CV_SetValue(&cv_cam_dist, 192);*/
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if (!cv_chasecam.value && cv_analog.value) {
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if (!cv_chasecam.value && cv_analog.value) {
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CV_SetValue(&cv_analog, 0);
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CV_SetValue(&cv_analog, 0);
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@ -1591,12 +1585,6 @@ static void Analog2_OnChange(void)
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return;
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return;
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// cameras are not initialized at this point
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// cameras are not initialized at this point
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// Salt: Grooooaaan... I know that cameras aren't initalized yet and that analog needs a farther camera, but directly overwriting someone's settings should not be the way to do it!
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/*if (leveltime > 1)
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CV_SetValue(&cv_cam2_dist, 128);
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if (cv_analog2.value)
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CV_SetValue(&cv_cam2_dist, 192);*/
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if (!cv_chasecam2.value && cv_analog2.value) {
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if (!cv_chasecam2.value && cv_analog2.value) {
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CV_SetValue(&cv_analog2, 0);
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CV_SetValue(&cv_analog2, 0);
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@ -2583,8 +2583,9 @@ boolean P_SetupLevel(boolean skipprecip)
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if (!dedicated)
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if (!dedicated)
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{
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{
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//if (!cv_cam_speed.changed)
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// Salt: CV_ClearChangedFlags() messes with your settings :(
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//CV_Set(&cv_cam_speed, cv_cam_speed.defaultvalue);
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/*if (!cv_cam_speed.changed)
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CV_Set(&cv_cam_speed, cv_cam_speed.defaultvalue);*/
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if (!cv_chasecam.changed)
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if (!cv_chasecam.changed)
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CV_SetValue(&cv_chasecam, chase);
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CV_SetValue(&cv_chasecam, chase);
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@ -2881,24 +2882,22 @@ boolean P_SetupLevel(boolean skipprecip)
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}
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}
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}
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}
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// Salt: I don't understand *why* it does this, but this overwrites the player's setting, even though it looks like it shouldn't do that unless if it's already the default
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// Salt: CV_ClearChangedFlags() messes with your settings :(
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/*if (!cv_cam_height.changed)
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/*if (!cv_cam_height.changed)
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CV_Set(&cv_cam_height, cv_cam_height.defaultvalue);
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CV_Set(&cv_cam_height, cv_cam_height.defaultvalue);
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if (!cv_cam_dist.changed)
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CV_Set(&cv_cam_dist, cv_cam_dist.defaultvalue);
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if (!cv_cam_rotate.changed)
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CV_Set(&cv_cam_rotate, cv_cam_rotate.defaultvalue);
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if (!cv_cam2_height.changed)
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if (!cv_cam2_height.changed)
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CV_Set(&cv_cam2_height, cv_cam2_height.defaultvalue);
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CV_Set(&cv_cam2_height, cv_cam2_height.defaultvalue);
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if (!cv_cam_dist.changed)
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CV_Set(&cv_cam_dist, cv_cam_dist.defaultvalue);
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if (!cv_cam2_dist.changed)
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if (!cv_cam2_dist.changed)
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CV_Set(&cv_cam2_dist, cv_cam2_dist.defaultvalue);
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CV_Set(&cv_cam2_dist, cv_cam2_dist.defaultvalue);*/
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// Though, I don't think anyone would care about cam_rotate being reset back to the only value that makes sense :P
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if (!cv_cam_rotate.changed)
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CV_Set(&cv_cam_rotate, cv_cam_rotate.defaultvalue);
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if (!cv_cam2_rotate.changed)
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if (!cv_cam2_rotate.changed)
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CV_Set(&cv_cam2_rotate, cv_cam2_rotate.defaultvalue);*/
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CV_Set(&cv_cam2_rotate, cv_cam2_rotate.defaultvalue);
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if (!cv_analog.changed)
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if (!cv_analog.changed)
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CV_SetValue(&cv_analog, 0);
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CV_SetValue(&cv_analog, 0);
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@ -8289,6 +8289,10 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
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{
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{
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dist = camdist;
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dist = camdist;
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// x1.2 dist for analog
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if (P_AnalogMove(player))
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dist = FixedMul(dist, 6*FRACUNIT/5);
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if (player->climbing || player->exiting || player->playerstate == PST_DEAD || (player->powers[pw_carry] && player->powers[pw_carry] != CR_PLAYER))
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if (player->climbing || player->exiting || player->playerstate == PST_DEAD || (player->powers[pw_carry] && player->powers[pw_carry] != CR_PLAYER))
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dist <<= 1;
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dist <<= 1;
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}
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}
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