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Fix view in pause menu when using fake 6DoF
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parent
285870c353
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2ee4cf4c36
1 changed files with 2 additions and 2 deletions
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@ -745,7 +745,7 @@ static int CG_CalcViewValues( ) {
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VectorCopy(cg.refdef.vieworg, cg.vr_vieworigin);
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VectorCopy(cg.refdef.vieworg, cg.vr_vieworigin);
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}
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}
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if (vr->use_fake_6dof && cg.stereoView == STEREO_LEFT)
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if (vr->use_fake_6dof && cg.stereoView == STEREO_LEFT && !vr->virtual_screen)
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{
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{
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vec3_t weaponorigin, weaponangles;
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vec3_t weaponorigin, weaponangles;
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CG_CalculateVRWeaponPosition(weaponorigin, weaponangles);
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CG_CalculateVRWeaponPosition(weaponorigin, weaponangles);
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@ -807,7 +807,7 @@ static int CG_CalcViewValues( ) {
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}
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}
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// position eye relative to origin
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// position eye relative to origin
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if (vr->use_fake_6dof)
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if (vr->use_fake_6dof && !vr->virtual_screen)
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{
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{
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if (vr->weapon_zoomed) {
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if (vr->weapon_zoomed) {
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//If we are zoomed, then we use the refdefViewANgles (which are the weapon angles)
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//If we are zoomed, then we use the refdefViewANgles (which are the weapon angles)
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