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- Add CVAR to allow unclamping the player's view pitch.
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3 changed files with 4 additions and 2 deletions
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@ -89,6 +89,7 @@ CVARD(Bool, cl_bloodqavinterp, true, CVAR_ARCHIVE, "enable/disable Blood's QAV i
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CVARD(Bool, cl_bloodweapinterp, false, CVAR_ARCHIVE, "enable/disable Blood's weapon interpolation. Depends on 'cl_bloodqavinterp'")
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CVARD(Bool, cl_bloodoldweapbalance, false, CVAR_ARCHIVE, "enable/disable legacy 1.0 weapon handling for Blood")
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CVARD(Bool, cl_loadingscreens, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "enable/disable loading screens for games")
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CVARD(Bool, cl_clampedpitch, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG, "clamp the view pitch to original ranges")
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CUSTOM_CVARD(Int, cl_autoaim, 1, CVAR_ARCHIVE|CVAR_USERINFO, "enable/disable weapon autoaim")
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@ -35,6 +35,7 @@ EXTERN_CVAR(Bool, cl_bloodqavinterp)
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EXTERN_CVAR(Bool, cl_bloodweapinterp)
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EXTERN_CVAR(Bool, cl_bloodoldweapbalance)
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EXTERN_CVAR(Bool, cl_loadingscreens)
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EXTERN_CVAR(Bool, cl_clampedpitch)
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EXTERN_CVAR(Bool, demorec_seeds_cvar)
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EXTERN_CVAR(Bool, demoplay_diffs)
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@ -538,12 +538,12 @@ inline double BobVal(double val)
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inline DAngle GetMinPitch()
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{
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return gi->playerPitchMin();
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return !cl_clampedpitch ? -DAngle90 : gi->playerPitchMin();
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}
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inline DAngle GetMaxPitch()
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{
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return gi->playerPitchMax();
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return !cl_clampedpitch ? DAngle90 : gi->playerPitchMax();
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}
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inline DAngle ClampViewPitch(const DAngle pitch)
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