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- backport cl_oldfreelooklimit from Skulltag - due to the advent of capped skies, there really was no reason to keep the upper limit so low.
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1 changed files with 9 additions and 1 deletions
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@ -51,6 +51,14 @@
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#include "p_setup.h"
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#include "p_setup.h"
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#include "g_levellocals.h"
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#include "g_levellocals.h"
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// [BB] Use ZDoom's freelook limit for the sotfware renderer.
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// Note: ZDoom's limit is chosen such that the sky is rendered properly.
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CUSTOM_CVAR (Bool, cl_oldfreelooklimit, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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if (usergame) // [SP] Update pitch limits to the netgame/gamesim.
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players[consoleplayer].SendPitchLimits();
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}
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EXTERN_CVAR(Bool, r_shadercolormaps)
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EXTERN_CVAR(Bool, r_shadercolormaps)
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EXTERN_CVAR(Float, maxviewpitch) // [SP] CVAR from GZDoom
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EXTERN_CVAR(Float, maxviewpitch) // [SP] CVAR from GZDoom
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@ -248,7 +256,7 @@ int FSoftwareRenderer::GetMaxViewPitch(bool down)
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{
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{
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const int MAX_DN_ANGLE = 56; // Max looking down angle
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const int MAX_DN_ANGLE = 56; // Max looking down angle
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const int MAX_UP_ANGLE = 32; // Max looking up angle
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const int MAX_UP_ANGLE = 32; // Max looking up angle
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return (r_polyrenderer) ? int(maxviewpitch) : (down ? MAX_DN_ANGLE : MAX_UP_ANGLE);
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return (r_polyrenderer) ? int(maxviewpitch) : (down ? MAX_DN_ANGLE : ((cl_oldfreelooklimit) ? MAX_UP_ANGLE : MAX_DN_ANGLE));
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}
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}
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bool FSoftwareRenderer::RequireGLNodes()
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bool FSoftwareRenderer::RequireGLNodes()
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