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Scale HUD a bit smaller
a bit less intrusive and the automap is easier to look at
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parent
6967288af0
commit
21b9849cab
3 changed files with 9 additions and 4 deletions
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@ -175,9 +175,9 @@ namespace s3d
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const float aspect = SCREENWIDTH / float(SCREENHEIGHT);
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new_projection.translate(0.0, 0.0, 1.0);
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new_projection.scale(
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-0.5,
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0.5,
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-0.5);
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-0.3,
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0.3,
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-0.3);
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// ndc coordinates from pixel coordinates
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new_projection.translate(-1.0, 1.0, 0);
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@ -60,6 +60,8 @@
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#include <math.h>
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#include <float.h>
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#include <QzDoom/VrCommon.h>
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#ifdef _MSC_VER
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#include <malloc.h> // for alloca()
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#endif
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@ -3805,6 +3807,9 @@ void P_SetupLevel(const char *lumpname, int position, bool newGame)
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AnnounceGameStart();
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}
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//Trigger a Yaw recalc in the QuestZDoom code to avoid moving in the wrong direction
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resetDoomYaw = true;
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// This check was previously done at run time each time the heightsec was checked.
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// However, since 3D floors are static data, we can easily precalculate this and store it in the sector's flags for quick access.
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for (auto &s : level.sectors)
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@ -175,7 +175,7 @@ DFrameBuffer *screen;
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CVAR (Int, vid_defwidth, 1280, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR (Int, vid_defheight, 1280, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR (Int, vid_defbits, 8, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR (Bool, vid_fps, true, 0)
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CVAR (Bool, vid_fps, false, 0)
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CVAR (Bool, ticker, false, 0)
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CVAR (Int, vid_showpalette, 0, 0)
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