- Blood: Remove r_horizcenter and standardise horizon in game to that of the default in the backend (currently 100).

* The use of this will go when the input is re-factored to operate on the standard horizon of 100, not 0.
This commit is contained in:
Mitchell Richters 2020-09-16 10:34:53 +10:00
parent 4d47fe7e85
commit 20c73e1249
5 changed files with 4 additions and 12 deletions

View file

@ -96,7 +96,7 @@ static void viewBurnTime(int gScale)
} }
void hudDraw(PLAYER *gView, int nSectnum, int defaultHoriz, double bobx, double boby, double zDelta, int basepal, int smoothratio) void hudDraw(PLAYER *gView, int nSectnum, double bobx, double boby, double zDelta, int basepal, int smoothratio)
{ {
if (gViewPos == 0) if (gViewPos == 0)
{ {

View file

@ -74,7 +74,7 @@ INTERPOLATE gInterpolation[kMaxInterpolations];
int gScreenTilt; int gScreenTilt;
int const defaultHoriz = polymostcenterhoriz;
FFont *gFont[kFontNum]; FFont *gFont[kFontNum];
@ -586,7 +586,6 @@ static void DrawMap(spritetype* pSprite)
void viewDrawScreen(bool sceneonly) void viewDrawScreen(bool sceneonly)
{ {
int nPalette = 0; int nPalette = 0;
int defaultHoriz = r_horizcenter ? 100 : 90;
if (TestBitString(gotpic, 2342)) if (TestBitString(gotpic, 2342))
{ {
@ -594,10 +593,6 @@ void viewDrawScreen(bool sceneonly)
ClearBitString(gotpic, 2342); ClearBitString(gotpic, 2342);
} }
#ifdef USE_OPENGL
polymostcenterhoriz = defaultHoriz;
#endif
if (!paused && (!M_Active() || gGameOptions.nGameType != 0)) if (!paused && (!M_Active() || gGameOptions.nGameType != 0))
{ {
gInterpolate = I_GetTimeFrac() * MaxSmoothRatio; gInterpolate = I_GetTimeFrac() * MaxSmoothRatio;
@ -957,7 +952,7 @@ void viewDrawScreen(bool sceneonly)
} }
} }
#endif #endif
hudDraw(gView, nSectnum, defaultHoriz, v4c, v48, zDelta, basepal, (int)gInterpolate); hudDraw(gView, nSectnum, v4c, v48, zDelta, basepal, (int)gInterpolate);
} }
UpdateDacs(0, true); // keep the view palette active only for the actual 3D view and its overlays. UpdateDacs(0, true); // keep the view palette active only for the actual 3D view and its overlays.
if (automapMode != am_off) if (automapMode != am_off)

View file

@ -140,7 +140,7 @@ extern LOCATION gPrevSpriteLoc[kMaxSprites];
extern int gLastPal; extern int gLastPal;
extern double gInterpolate; extern double gInterpolate;
void hudDraw(PLAYER* gView, int nSectnum, int defaultHoriz, double bobx, double boby, double zDelta, int basepal, int smoothratio); void hudDraw(PLAYER* gView, int nSectnum, double bobx, double boby, double zDelta, int basepal, int smoothratio);
void viewInitializePrediction(void); void viewInitializePrediction(void);
void viewUpdatePrediction(InputPacket *pInput); void viewUpdatePrediction(InputPacket *pInput);
void viewCorrectPrediction(void); void viewCorrectPrediction(void);

View file

@ -207,8 +207,6 @@ CUSTOM_CVARD(Int, r_fov, 90, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "change the field o
else if (self > 140) self = 140; else if (self > 140) self = 140;
} }
CVARD(Bool, r_horizcenter, false, CVAR_ARCHIVE, "enable/disable centered horizon line") // only present in Blood.
CVARD(Bool, in_mousemode, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "toggles vertical mouse view") CVARD(Bool, in_mousemode, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "toggles vertical mouse view")
CVAR(Bool, silentmouseaimtoggle, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CVAR(Bool, silentmouseaimtoggle, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)

View file

@ -71,7 +71,6 @@ EXTERN_CVAR(Bool, am_nameontop)
EXTERN_CVAR(Int, r_fov) EXTERN_CVAR(Int, r_fov)
EXTERN_CVAR(Bool, r_horizcenter)
EXTERN_CVAR(Int, r_drawweapon) EXTERN_CVAR(Int, r_drawweapon)
EXTERN_CVAR(Int, r_showfps) EXTERN_CVAR(Int, r_showfps)
EXTERN_CVAR(Int, r_showfpsperiod) EXTERN_CVAR(Int, r_showfpsperiod)