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- Make Exhumed's new view tilting features accessible for all games.
This commit is contained in:
parent
49863c79ce
commit
71d833f9ea
11 changed files with 122 additions and 43 deletions
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@ -36,6 +36,12 @@ CVAR(Float, m_pitch, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
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CVAR(Float, m_yaw, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
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CVAR(Float, m_forward, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
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CVAR(Float, m_side, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
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CVAR(Float, cl_viewtiltscale, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE);
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CUSTOM_CVAR(Int, cl_viewtilting, 0, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
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{
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if (self < 0) self = 0;
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else if (self > 3) self = 3;
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}
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//---------------------------------------------------------------------------
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@ -500,6 +506,52 @@ void PlayerAngles::doViewYaw(InputPacket* const input)
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}
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//---------------------------------------------------------------------------
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//
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// View tilting effects, mostly for Exhumed to enhance its gameplay feel.
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//
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//---------------------------------------------------------------------------
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void PlayerAngles::doViewTilting(InputPacket* const pInput, const DVector2& nVelVect, const double nMaxVel, const bool bUnderwater)
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{
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// Scale/attenuate tilting based on player actions.
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const auto runScale = 1. / (!(pInput->actions & SB_RUN) + 1);
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const auto waterScale = 1. / (bUnderwater + 1);
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const auto strafeScale = !!pInput->svel + 1;
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if (cl_viewtilting == 1)
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{
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// Console-like yaw rolling. Adjustment == (90/32) for keyboard turning. Clamp is 1.5x this value.
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const auto rollAdj = pActor->spr.Angles.Roll.Degrees() + pInput->avel * (48779.f / 150000.f) * cl_viewtiltscale;
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const auto rollAmp = waterScale;
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const auto rollMax = (11553170. / 1347146.) * cl_viewtiltscale;
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pActor->spr.Angles.Roll = DAngle::fromDeg(clamp(rollAdj * rollAmp, -rollMax, rollMax));
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scaletozero(pActor->spr.Angles.Roll, ROLL_TILTRETURN);
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}
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else if (cl_viewtilting == 2)
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{
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// Quake-like strafe rolling. Adjustment == (90/48) for running keyboard strafe.
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const auto rollAdj = StrafeVel * cl_viewtiltscale;
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const auto rollAmp = strafeScale * waterScale;
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const auto rollMax = nMaxVel * runScale * cl_viewtiltscale;
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pActor->spr.Angles.Roll = DAngle::fromDeg(clamp(rollAdj * rollAmp, -rollMax, rollMax) * (1.875 / nMaxVel));
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}
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else if (cl_viewtilting == 3)
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{
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// Movement rolling from player's velocity. Adjustment == (90/48) for running keyboard strafe.
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const auto rollAdj = nVelVect.Rotated(-pActor->spr.Angles.Yaw).Y * cl_viewtiltscale;
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const auto rollAmp = strafeScale * waterScale;
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const auto rollMax = nMaxVel * runScale * cl_viewtiltscale;
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pActor->spr.Angles.Roll = DAngle::fromDeg(clamp(rollAdj * rollAmp, -rollMax, rollMax) * (1.875 / nMaxVel));
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}
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else
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{
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// Always reset roll if we're not tilting at all.
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pActor->spr.Angles.Roll = nullAngle;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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@ -78,6 +78,9 @@ struct PlayerAngles
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// Player viewing angles, separate from the camera.
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DRotator PrevViewAngles, ViewAngles;
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// Strafe roll counter, to be incremented/managed by the game's velocity handler.
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double PrevStrafeVel, StrafeVel;
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// Holder of current yaw spin state for the 180 degree turn.
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DAngle YawSpin;
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@ -90,6 +93,7 @@ struct PlayerAngles
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void doYawInput(InputPacket* const input);
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void doViewPitch(const bool canslopetilt, const bool climbing = false);
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void doViewYaw(InputPacket* const input);
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void doViewTilting(InputPacket* const pInput, const DVector2& nVelVect, const double nMaxVel, const bool bUnderwater);
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// General methods.
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void initialize(DCoreActor* const actor, const DAngle viewyaw = nullAngle)
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@ -149,6 +153,7 @@ private:
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DCoreActor* pActor;
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// Constants used throughout input functions.
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static constexpr double ROLL_TILTRETURN = 15.;
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static constexpr double YAW_LOOKINGSPEED = 801.5625;
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static constexpr double YAW_ROTATESPEED = 63.28125;
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static constexpr double YAW_LOOKRETURN = 7.5;
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@ -5153,8 +5153,16 @@ void MoveDude(DBloodActor* actor)
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actor->vel.X += FixedToFloat(-mulscale16r(FloatToFixed(actor->vel.X), nDrag));
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actor->vel.Y += FixedToFloat(-mulscale16r(FloatToFixed(actor->vel.Y), nDrag));
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if (pPlayer)
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{
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pPlayer->Angles.StrafeVel += FixedToFloat(-mulscale16r(FloatToFixed(pPlayer->Angles.StrafeVel), nDrag));
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}
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if (actor->vel.XY().Length() < 0.0625)
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{
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actor->vel.XY().Zero();
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if (pPlayer) pPlayer->Angles.StrafeVel = 0;
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}
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}
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}
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@ -1571,11 +1571,15 @@ void ProcessInput(PLAYER* pPlayer)
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const double& fvAccel = pInput->fvel > 0 ? pPosture->frontAccel : pPosture->backAccel;
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const double& svAccel = pPosture->sideAccel;
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actor->vel.XY() += DVector2(pInput->fvel * fvAccel, pInput->svel * svAccel).Rotated(actor->spr.Angles.Yaw) * speed;
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pPlayer->Angles.StrafeVel += pInput->svel * svAccel * speed;
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}
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pPlayer->Angles.doViewYaw(pInput);
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pPlayer->Angles.doYawInput(pInput);
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constexpr auto maxVel = (36211. / 3000.);
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pPlayer->Angles.doViewTilting(pInput, actor->vel.XY(), maxVel, pPlayer->posture == kPostureSwim);
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if (!(pInput->actions & SB_JUMP))
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pPlayer->cantJump = 0;
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@ -1630,6 +1630,10 @@ void processinput_d(int snum)
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ESyncBits& actions = p->sync.actions;
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// Get strafe value before it's rotated by the angle.
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const auto strafeVel = PlayerInputSideVel(snum);
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constexpr auto maxVel = (117351124. / 10884538.);
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processinputvel(snum);
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auto sb_fvel = PlayerInputForwardVel(snum);
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auto sb_svel = PlayerInputSideVel(snum);
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@ -1872,6 +1876,7 @@ void processinput_d(int snum)
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p->vel.X += sb_fvel * doubvel * (5. / 16.);
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p->vel.Y += sb_svel * doubvel * (5. / 16.);
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p->Angles.StrafeVel += strafeVel * doubvel * (5. / 16.);
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bool check;
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@ -1880,28 +1885,37 @@ void processinput_d(int snum)
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if (check)
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{
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p->vel.XY() *= gs.playerfriction - 0.125;
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p->Angles.StrafeVel *= gs.playerfriction - 0.125;
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}
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else
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{
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if (psectlotag == 2)
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{
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p->vel.XY() *= gs.playerfriction - FixedToFloat(0x1400);
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p->Angles.StrafeVel *= gs.playerfriction - FixedToFloat(0x1400);
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}
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else
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{
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p->vel.XY() *= gs.playerfriction;
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p->Angles.StrafeVel *= gs.playerfriction;
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}
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}
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if (abs(p->vel.X) < 1/128. && abs(p->vel.Y) < 1 / 128.)
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{
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p->vel.X = p->vel.Y = 0;
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p->Angles.StrafeVel = 0;
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}
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if (shrunk)
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{
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p->vel.XY() *= gs.playerfriction * 0.75;
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p->Angles.StrafeVel *= gs.playerfriction * 0.75;
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}
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}
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p->Angles.doViewTilting(&p->sync, p->vel.XY(), maxVel, (psectlotag == 1) || (psectlotag == 2));
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HORIZONLY:
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double iif = (psectlotag == 1 || p->spritebridge == 1) ? 4 : 20;
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@ -2335,6 +2335,10 @@ void processinput_r(int snum)
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ESyncBits& actions = p->sync.actions;
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// Get strafe value before it's rotated by the angle.
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const auto strafeVel = PlayerInputSideVel(snum);
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constexpr auto maxVel = (117351124. / 10884538.);
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auto psectp = p->cursector;
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if (p->OnMotorcycle && pact->spr.extra > 0)
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{
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@ -2689,20 +2693,24 @@ void processinput_r(int snum)
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p->vel.X += sb_fvel * doubvel * (5. / 16.);
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p->vel.Y += sb_svel * doubvel * (5. / 16.);
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p->Angles.StrafeVel += strafeVel * doubvel * (5. / 16.);
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if (!isRRRA() && ((p->curr_weapon == KNEE_WEAPON && p->kickback_pic > 10 && p->on_ground) || (p->on_ground && (actions & SB_CROUCH))))
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{
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p->vel.XY() *= gs.playerfriction - 0.125;
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p->Angles.StrafeVel *= gs.playerfriction - 0.125;
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}
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else
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{
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if (psectlotag == 2)
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{
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p->vel.XY() *= gs.playerfriction - FixedToFloat(0x1400);
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p->Angles.StrafeVel *= gs.playerfriction - FixedToFloat(0x1400);
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}
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else
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{
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p->vel.XY() *= gs.playerfriction;
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p->Angles.StrafeVel *= gs.playerfriction;
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}
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}
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@ -2724,6 +2732,7 @@ void processinput_r(int snum)
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else
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{
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p->vel.XY() *= gs.playerfriction;
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p->Angles.StrafeVel *= gs.playerfriction;
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}
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}
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else if (tilesurface(psectp->floortexture) == TSURF_MUDDY)
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@ -2733,6 +2742,7 @@ void processinput_r(int snum)
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if (p->on_ground)
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{
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p->vel.XY() *= gs.playerfriction - FixedToFloat(0x1800);
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p->Angles.StrafeVel *= gs.playerfriction - FixedToFloat(0x1800);
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}
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}
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else
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else
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{
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p->vel.XY() *= gs.playerfriction - FixedToFloat(0x1800);
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p->Angles.StrafeVel *= gs.playerfriction - FixedToFloat(0x1800);
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}
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}
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if (abs(p->vel.X) < 1 / 128. && abs(p->vel.Y) < 1 / 128.)
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{
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p->vel.X = p->vel.Y = 0;
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p->Angles.StrafeVel = 0;
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}
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if (shrunk)
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{
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p->vel.XY() *= gs.playerfriction * 0.75;
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p->Angles.StrafeVel *= gs.playerfriction * 0.75;
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}
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}
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p->Angles.doViewTilting(&p->sync, p->vel.XY(), maxVel, (psectlotag == 1) || (psectlotag == 2));
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HORIZONLY:
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double iif = (psectlotag == 1 || p->spritebridge == 1) ? 4 : 20;
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@ -36,12 +36,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include <stdio.h>
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#include <string.h>
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CUSTOM_CVAR(Int, cl_exviewtilting, 0, CVAR_ARCHIVE)
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{
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if (self < 0) self = 0;
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else if (self > 3) self = 3;
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}
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CVAR(Float, cl_extiltscale, 1.f, CVAR_ARCHIVE);
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CVAR(Bool, cl_exjumprebound, false, CVAR_ARCHIVE);
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CVAR(Float, cl_exviewbobspeed, 4.f, CVAR_ARCHIVE);
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CVAR(Float, cl_exviewbobheight, 5.f, CVAR_ARCHIVE);
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@ -1124,8 +1118,8 @@ static void updatePlayerVelocity(Player* const pPlayer)
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{
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pPlayer->vel += inputvect;
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pPlayer->vel *= 0.953125;
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pPlayer->nStrafeRoll += pInput->svel * 0.375;
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pPlayer->nStrafeRoll *= 0.953125;
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pPlayer->Angles.StrafeVel += pInput->svel * 0.375;
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pPlayer->Angles.StrafeVel *= 0.953125;
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}
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}
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@ -1133,7 +1127,7 @@ static void updatePlayerVelocity(Player* const pPlayer)
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{
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pPlayer->vel.Zero();
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pPlayer->nIdxBobZ = 0;
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pPlayer->nStrafeRoll = 0;
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pPlayer->Angles.StrafeVel = 0;
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}
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pPlayerActor->vel.XY() = pPlayer->vel;
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@ -1567,50 +1561,21 @@ static void doPlayerCameraEffects(Player* const pPlayer, const double nDestVertP
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{
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const auto pPlayerActor = pPlayer->pActor;
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const auto pInput = &pPlayer->input;
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const auto pAngles = &pPlayerActor->spr.Angles;
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const auto nUnderwater = !!(pPlayerActor->sector()->Flag & kSectUnderwater);
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const auto waterScale = 1. / (nUnderwater + 1);
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constexpr auto maxVel = 15.25;
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// Pitch tilting when player's Z changes (stairs, jumping, etc).
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doPlayerVertPanning(pPlayer, nDestVertPan * cl_slopetilting);
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// Roll tilting effect, either console or Quake-style.
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if (cl_exviewtilting == 1)
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{
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// Console-like yaw rolling. Adjustment == (90/32) for keyboard turning. Clamp is 1.5x this value.
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const auto rollAdj = pAngles->Roll.Degrees() + pInput->avel * (48779.f / 150000.f) * cl_extiltscale;
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const auto rollMax = (11553170. / 1347146.) * cl_extiltscale;
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pAngles->Roll = DAngle::fromDeg(clamp(rollAdj * waterScale, -rollMax, rollMax));
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scaletozero(pAngles->Roll, GameTicRate * 0.5);
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}
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else if (cl_exviewtilting == 2)
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{
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// Quake-like strafe rolling. Adjustment == (90/48) for running keyboard strafe.
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const auto rollAdj = pPlayer->nStrafeRoll * cl_extiltscale;
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const auto rollAmp = (!!pInput->svel + 1.) * waterScale;
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const auto rollMax = maxVel / (!(pInput->actions & SB_RUN) + 1) * cl_extiltscale;
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pAngles->Roll = DAngle::fromDeg(clamp(rollAdj * rollAmp, -rollMax, rollMax) * (15. / 122.));
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}
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else if (cl_exviewtilting == 3)
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{
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// Movement rolling. Adjustment == (90/48) for running keyboard strafe.
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const auto rollAdj = pPlayerActor->vel.XY().Rotated(-pAngles->Yaw).Y * cl_extiltscale;
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const auto rollAmp = (!!pInput->svel + 1.) * waterScale;
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const auto rollMax = maxVel / (!(pInput->actions & SB_RUN) + 1) * cl_extiltscale;
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pAngles->Roll = DAngle::fromDeg(clamp(rollAdj * rollAmp, -rollMax, rollMax) * (15. / 122.));
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}
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else
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{
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pAngles->Roll = nullAngle;
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}
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pPlayer->Angles.doViewTilting(pInput, pPlayerActor->vel.XY(), maxVel, nUnderwater);
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// Update Z bobbing.
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if (cl_viewbob)
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{
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// Increment index, attenuating by bob speed, type and whether we're underwater.
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pPlayer->nPrevBobZ = pPlayer->nBobZ;
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pPlayer->nIdxBobZ += (2048. / 90.) * cl_exviewbobspeed / cl_viewbob * waterScale;
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pPlayer->nIdxBobZ += (2048. / 90.) * cl_exviewbobspeed / cl_viewbob / (nUnderwater + 1);
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pPlayer->nIdxBobZ *= !pPlayerActor->vel.Z;
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// Increment bob value with index's sine, amplifed by player velocity, bob type and bob height CVAR.
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@ -104,7 +104,6 @@ struct Player
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double nIdxBobZ;
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double nPrevWeapBob;
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double nWeapBob;
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double nStrafeRoll;
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bool crouch_toggle;
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bool bTouchFloor;
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bool bJumping;
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@ -1837,6 +1837,7 @@ struct PLAYER
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char cookieQuote[256]; // Should be an FString but must be POD for now so that PLAYER remains POD.
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int cookieTime;
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double height;
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double svel;
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uint8_t WpnReloadState;
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@ -2038,9 +2038,11 @@ void DoPlayerMove(PLAYER* pp)
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DoPlayerSlide(pp);
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pp->ovect = pp->vect;
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pp->Angles.PrevStrafeVel = pp->Angles.StrafeVel;
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pp->vect.X += pp->input.fvel * INPUT_SCALE;
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pp->vect.Y += pp->input.svel * INPUT_SCALE;
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pp->Angles.StrafeVel += pp->svel * INPUT_SCALE;
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friction = pp->friction;
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if (!(pp->Flags & PF_SWIMMING) && pp->WadeDepth)
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@ -2049,23 +2051,32 @@ void DoPlayerMove(PLAYER* pp)
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}
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pp->vect *= FixedToFloat(friction);
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pp->Angles.StrafeVel *= FixedToFloat(friction);
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if (pp->Flags & (PF_FLYING))
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{
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// do a bit of weighted averaging
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pp->vect = (pp->vect + (pp->ovect*1))/2;
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pp->Angles.StrafeVel = (pp->Angles.StrafeVel + (pp->Angles.PrevStrafeVel*1))/2;
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}
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else if (pp->Flags & (PF_DIVING))
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{
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// do a bit of weighted averaging
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pp->vect = (pp->vect + (pp->ovect*2))/3;
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pp->Angles.StrafeVel = (pp->Angles.StrafeVel + (pp->Angles.PrevStrafeVel*2))/3;
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}
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if (abs(pp->vect.X) < 0.05 && abs(pp->vect.Y) < 0.05)
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||||
{
|
||||
pp->vect.Zero();
|
||||
pp->Angles.StrafeVel = 0;
|
||||
}
|
||||
|
||||
actor->vel.X = pp->vect.Length();
|
||||
|
||||
constexpr auto maxVel = (380401538. / 36022361.);
|
||||
pp->Angles.doViewTilting(&pp->input, pp->vect, maxVel, pp->Flags & (PF_SWIMMING|PF_DIVING));
|
||||
|
||||
if (pp->Flags & (PF_CLIP_CHEAT))
|
||||
{
|
||||
auto sect = pp->cursector;
|
||||
|
@ -6971,6 +6982,9 @@ void domovethings(void)
|
|||
DoPlayerSectorUpdatePreMove(pp);
|
||||
ChopsCheck(pp);
|
||||
|
||||
// Get strafe value before it's rotated by the angle.
|
||||
pp->svel = pp->input.svel;
|
||||
|
||||
// convert fvel/svel into a vector before performing actions.
|
||||
const auto velvect = DVector2(pp->input.fvel, pp->input.svel).Rotated(pp->actor->spr.Angles.Yaw);
|
||||
pp->input.fvel = (float)velvect.X;
|
||||
|
|
|
@ -1132,14 +1132,14 @@ OptionMenu "VideoOptions" protected
|
|||
Option "$DSPLYMNU_VIEWBOB", "cl_viewbob", "ViewBobbing"
|
||||
Slider "$DSPLYMNU_VIEWBOBSPEED", "cl_exviewbobspeed", 0.0, 10.0, 0.1
|
||||
Slider "$DSPLYMNU_VIEWBOBHEIGHT", "cl_exviewbobheight", 0.0, 20.0, 0.1
|
||||
Option "$DSPLYMNU_VIEWTILTING", "cl_exviewtilting", "ViewTilting"
|
||||
Slider "$DSPLYMNU_VIEWTILTSCALE", "cl_extiltscale", 0.0, 2.0, 0.05
|
||||
}
|
||||
ifgame(Blood)
|
||||
{
|
||||
Option "$DSPLYMNU_VIEWBOB", "cl_viewvbob", "OnOff"
|
||||
Option "$DSPLYMNU_VIEWSWAY", "cl_viewhbob", "OnOff"
|
||||
}
|
||||
Option "$DSPLYMNU_VIEWTILTING", "cl_viewtilting", "ViewTilting"
|
||||
Slider "$DSPLYMNU_VIEWTILTSCALE", "cl_viewtiltscale", 0.0, 2.0, 0.05
|
||||
Slider "$DSPLYMNU_FOV", "r_fov", 60, 130, 10, 1
|
||||
|
||||
StaticText ""
|
||||
|
|
Loading…
Reference in a new issue