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Fix faulty multiplication logic for LookScale
Turns out the entire thing was getting shortcutted because FOVScale is 0 unless set explicitly or via A_ZoomFactor.
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1 changed files with 8 additions and 4 deletions
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@ -756,11 +756,15 @@ static int LookAdjust(int look)
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if (players[consoleplayer].playerstate != PST_DEAD && // No adjustment while dead.
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if (players[consoleplayer].playerstate != PST_DEAD && // No adjustment while dead.
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players[consoleplayer].ReadyWeapon != NULL) // No adjustment if no weapon.
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players[consoleplayer].ReadyWeapon != NULL) // No adjustment if no weapon.
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{
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{
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auto scale = players[consoleplayer].ReadyWeapon->FloatVar(NAME_FOVScale);
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auto FOVScale = players[consoleplayer].ReadyWeapon->FloatVar(NAME_FOVScale);
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scale *= players[consoleplayer].ReadyWeapon->FloatVar(NAME_LookScale);
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auto LookScale = players[consoleplayer].ReadyWeapon->FloatVar(NAME_LookScale);
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if (scale > 0) // No adjustment if it is non-positive.
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if (FOVScale > 0) // No adjustment if it is non-positive.
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{
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{
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look = int(look * scale);
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look = int(look * FOVScale);
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}
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if (LookScale > 0) // No adjustment if it is non-positive.
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{
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look = int(look * LookScale);
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}
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}
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}
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}
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return look;
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return look;
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