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Update cg_view.c
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1 changed files with 10 additions and 10 deletions
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@ -513,17 +513,17 @@ Fixed fov at intermissions, otherwise account for fov variable and zooms.
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#define WAVE_FREQUENCY 0.4
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#define WAVE_FREQUENCY 0.4
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static int CG_CalcFov( void ) {
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static int CG_CalcFov( void ) {
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float x;
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int contents;
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int inwater;
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float phase;
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float phase;
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float v;
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float v;
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int contents;
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/* float x;
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float fov_x, fov_y;
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float fov_x, fov_y;
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float zoomFov;
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float zoomFov;
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float f;
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float f;
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int inwater;
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/*
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if ( cg.predictedPlayerState.pm_type == PM_INTERMISSION ) {
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if ( cg.predictedPlayerState.pm_type == PM_INTERMISSION ) {
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// if in intermission, use a fixed value
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// if in intermission, use a fixed value
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fov_x = 90;
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fov_x = 90;
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@ -574,8 +574,8 @@ static int CG_CalcFov( void ) {
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if ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ){
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if ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ){
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phase = cg.time / 1000.0 * WAVE_FREQUENCY * M_PI * 2;
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phase = cg.time / 1000.0 * WAVE_FREQUENCY * M_PI * 2;
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v = WAVE_AMPLITUDE * sin( phase );
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v = WAVE_AMPLITUDE * sin( phase );
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fov_x += v;
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// fov_x += v;
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fov_y -= v;
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// fov_y -= v;
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inwater = qtrue;
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inwater = qtrue;
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}
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}
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else {
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else {
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@ -583,9 +583,8 @@ static int CG_CalcFov( void ) {
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}
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}
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// Seems we can get away with actually using 10 degrees less on the FOV
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cg.refdef.fov_x = vr->fov_x;
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cg.refdef.fov_x = vr->fov_x - 10;
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cg.refdef.fov_y = vr->fov_y;
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cg.refdef.fov_y = vr->fov_y - 10;
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if ( !cg.zoomed ) {
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if ( !cg.zoomed ) {
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cg.zoomSensitivity = 1;
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cg.zoomSensitivity = 1;
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@ -593,7 +592,8 @@ static int CG_CalcFov( void ) {
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cg.zoomSensitivity = cg.refdef.fov_y / 75.0;
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cg.zoomSensitivity = cg.refdef.fov_y / 75.0;
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}
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}
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return inwater;
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//We don't do the under-water fov warping in VR
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return qfalse; //inwater;
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}
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}
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