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https://github.com/yquake2/yquake2remaster.git
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Add "horplus" cvar to get Hor+ behavior with default FOV
If "horplus" is set, the "fov" cvar is interpreted as the horizontal FOV in a 4:3 screen, and is adapted automatically to the current screen aspect ratio accordingly. If not set, use the old Vert- approach. In addition, "horplus" can also be set from the video menu by selecting the "Auto" option for aspect ratio, which also resets the FOV value to the standard 90 degrees. Finally, add a 5:4 aspect ratio (1280x1024) and correct the 16:9 angle slightly.
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4 changed files with 85 additions and 12 deletions
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@ -24,6 +24,7 @@
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* =======================================================================
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*/
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#include <math.h>
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#include "header/client.h"
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extern struct model_s *cl_mod_powerscreen;
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@ -724,6 +725,28 @@ CL_AddViewWeapon(player_state_t *ps, player_state_t *ops)
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V_AddEntity(&gun);
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}
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/*
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* Adapts a 4:3 aspect FOV to the current aspect (Hor+)
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*/
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static inline float
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AdaptFov(float fov, float w, float h)
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{
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static const float pi = M_PI; /* float instead of double */
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if (w <= 0 || h <= 0)
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return fov;
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/*
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* Formula:
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*
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* fov = 2.0 * atan(width / height * 3.0 / 4.0 * tan(fov43 / 2.0))
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*
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* The code below is equivalent but precalculates a few values and
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* converts between degrees and radians when needed.
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*/
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return (atanf(tanf(fov / 360.0f * pi) * (w / h * 0.75f)) / pi * 360.0f);
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}
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/*
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* Sets cl.refdef view values
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*/
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@ -731,7 +754,7 @@ void
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CL_CalcViewValues(void)
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{
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int i;
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float lerp, backlerp;
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float lerp, backlerp, ifov;
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frame_t *oldframe;
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player_state_t *ps, *ops;
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@ -820,7 +843,15 @@ CL_CalcViewValues(void)
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AngleVectors(cl.refdef.viewangles, cl.v_forward, cl.v_right, cl.v_up);
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/* interpolate field of view */
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cl.refdef.fov_x = ops->fov + lerp * (ps->fov - ops->fov);
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ifov = ops->fov + lerp * (ps->fov - ops->fov);
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if (horplus->value)
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{
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cl.refdef.fov_x = AdaptFov(ifov, cl.refdef.width, cl.refdef.height);
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}
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else
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{
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cl.refdef.fov_x = ifov;
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}
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/* don't interpolate blend color */
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for (i = 0; i < 4; i++)
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@ -87,6 +87,7 @@ cvar_t *name;
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cvar_t *skin;
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cvar_t *rate;
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cvar_t *fov;
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cvar_t *horplus;
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cvar_t *msg;
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cvar_t *hand;
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cvar_t *gender;
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@ -538,6 +539,7 @@ CL_InitLocal(void)
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msg = Cvar_Get("msg", "1", CVAR_USERINFO | CVAR_ARCHIVE);
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hand = Cvar_Get("hand", "0", CVAR_USERINFO | CVAR_ARCHIVE);
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fov = Cvar_Get("fov", "90", CVAR_USERINFO | CVAR_ARCHIVE);
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horplus = Cvar_Get("horplus", "1", CVAR_ARCHIVE);
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gender = Cvar_Get("gender", "male", CVAR_USERINFO | CVAR_ARCHIVE);
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gender_auto = Cvar_Get("gender_auto", "1", CVAR_ARCHIVE);
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gender->modified = false;
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@ -287,6 +287,7 @@ extern cvar_t *cl_lightlevel;
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extern cvar_t *cl_paused;
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extern cvar_t *cl_timedemo;
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extern cvar_t *cl_vwep;
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extern cvar_t *horplus;
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typedef struct
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{
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@ -113,8 +113,24 @@ ApplyChanges(void *unused)
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Cvar_SetValue("gl_mode", -1);
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}
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/* fov */
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/* horplus */
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if (s_aspect_list.curvalue == 0)
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{
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if (horplus->value != 1)
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{
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Cvar_SetValue("horplus", 1);
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}
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}
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else
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{
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if (horplus->value != 0)
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{
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Cvar_SetValue("horplus", 0);
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}
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}
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/* fov */
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if (s_aspect_list.curvalue == 0 || s_aspect_list.curvalue == 1)
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{
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if (fov->value != 90)
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{
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@ -122,7 +138,15 @@ ApplyChanges(void *unused)
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Cvar_SetValue("fov", 90);
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}
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}
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else if (s_aspect_list.curvalue == 1)
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else if (s_aspect_list.curvalue == 2)
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{
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if (fov->value != 86)
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{
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/* Restarts automatically */
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Cvar_SetValue("fov", 86);
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}
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}
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else if (s_aspect_list.curvalue == 3)
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{
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if (fov->value != 100)
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{
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@ -130,12 +154,12 @@ ApplyChanges(void *unused)
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Cvar_SetValue("fov", 100);
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}
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}
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else if (s_aspect_list.curvalue == 2)
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else if (s_aspect_list.curvalue == 4)
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{
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if (fov->value != 105)
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if (fov->value != 106)
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{
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/* Restarts automatically */
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Cvar_SetValue("fov", 105);
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Cvar_SetValue("fov", 106);
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}
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}
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@ -185,7 +209,9 @@ VID_MenuInit(void)
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};
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static const char *aspect_names[] = {
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"Auto",
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"4:3",
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"5:4",
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"16:10",
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"16:9",
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"Custom",
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@ -219,27 +245,40 @@ VID_MenuInit(void)
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CVAR_USERINFO | CVAR_ARCHIVE);
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}
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if (!horplus)
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{
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horplus = Cvar_Get("horplus", "1", CVAR_ARCHIVE);
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}
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if (!fov)
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{
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fov = Cvar_Get("fov", "90", CVAR_USERINFO | CVAR_ARCHIVE);
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}
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if (fov->value == 90)
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if (horplus->value == 1)
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{
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s_aspect_list.curvalue = 0;
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}
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else if (fov->value == 100)
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else if (fov->value == 90)
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{
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s_aspect_list.curvalue = 1;
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}
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else if (fov->value == 105)
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else if (fov->value == 86)
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{
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s_aspect_list.curvalue = 2;
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}
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else
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else if (fov->value == 100)
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{
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s_aspect_list.curvalue = 3;
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}
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else if (fov->value == 106)
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{
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s_aspect_list.curvalue = 4;
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}
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else
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{
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s_aspect_list.curvalue = 5;
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}
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/* custom mode */
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if (gl_mode->value >= 0)
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