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- Exhumed: Add CVAR to control vert panning intensity.
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4 changed files with 8 additions and 2 deletions
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@ -97,6 +97,7 @@ CVARD(Bool, cl_bloodweapinterp, false, CVAR_ARCHIVE, "enable/disable Blood's wea
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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, "clamp the view pitch to original ranges")
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CVARD(Float, cl_exvertpanscale, 8.f, CVAR_ARCHIVE, "sets the scaling intensity for Exhumed's vert panning/slope tilting")
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CUSTOM_CVARD(Int, cl_dukepitchmode, 7, CVAR_ARCHIVE, "customise Duke's myriad of pitch options")
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{
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@ -44,6 +44,7 @@ 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(Int, cl_dukepitchmode)
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EXTERN_CVAR(Float, cl_exvertpanscale)
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EXTERN_CVAR(Bool, demorec_seeds_cvar)
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EXTERN_CVAR(Bool, demoplay_diffs)
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@ -1539,8 +1539,8 @@ static void doPlayerCameraEffects(DExhumedPlayer* const pPlayer, const double zD
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const auto nUnderwater = !!(pPlayerActor->sector()->Flag & kSectUnderwater);
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// Pitch tilting when player's Z changes (stairs, jumping, etc).
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// This should amplified 8x, not 2x, but it feels very heavy. Add a CVAR?
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doPlayerVertPanning(pPlayer, zDelta * 2 * cl_slopetilting);
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// The default 8x amplification feels very heavy, so add a CVAR to control it.
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doPlayerVertPanning(pPlayer, zDelta * cl_exvertpanscale * cl_slopetilting);
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// Roll tilting effect, either console or Quake-style.
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pPlayer->doRollInput(nUnderwater);
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@ -1122,6 +1122,10 @@ OptionMenu "VideoOptions" protected
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Option "$DSPLYMNU_VOXELS", "r_voxels", "OnOff"
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Option "$DSPLYMNU_SHADOWS", "r_shadows", "OnOff"
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Option "$DSPLYMNU_SLOPETILT", "cl_slopetilting", "OnOff"
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ifgame(Exhumed)
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{
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Slider "$DSPLYMNU_EXVERTPANNING", "cl_exvertpanscale", 0.5, 10, 0.1
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}
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Option "$GLPREFMNU_ENVIRONMENTMAPMIRROR", gl_mirror_envmap, "OnOff"
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ifnotgame(Blood, Exhumed)
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{
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