Fix view in pause menu when using fake 6DoF

This commit is contained in:
Petr Bartos 2022-04-02 19:22:42 +02:00
parent 285870c353
commit 2ee4cf4c36

View file

@ -745,7 +745,7 @@ static int CG_CalcViewValues( ) {
VectorCopy(cg.refdef.vieworg, cg.vr_vieworigin); VectorCopy(cg.refdef.vieworg, cg.vr_vieworigin);
} }
if (vr->use_fake_6dof && cg.stereoView == STEREO_LEFT) if (vr->use_fake_6dof && cg.stereoView == STEREO_LEFT && !vr->virtual_screen)
{ {
vec3_t weaponorigin, weaponangles; vec3_t weaponorigin, weaponangles;
CG_CalculateVRWeaponPosition(weaponorigin, weaponangles); CG_CalculateVRWeaponPosition(weaponorigin, weaponangles);
@ -807,7 +807,7 @@ static int CG_CalcViewValues( ) {
} }
// position eye relative to origin // position eye relative to origin
if (vr->use_fake_6dof) if (vr->use_fake_6dof && !vr->virtual_screen)
{ {
if (vr->weapon_zoomed) { if (vr->weapon_zoomed) {
//If we are zoomed, then we use the refdefViewANgles (which are the weapon angles) //If we are zoomed, then we use the refdefViewANgles (which are the weapon angles)