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- toned down the fov change a bit.
With real projection math it was a bit extreme.
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1 changed files with 5 additions and 2 deletions
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@ -271,8 +271,11 @@ void displayrooms(int snum, double smoothratio, bool sceneonly)
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}
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else
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{
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if (isRRRA() && p->DrugMode)
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fov = atan(getdrugmode(p, 65536) * (1. / 65536.)) * (4 * r_fov / pi::pi());
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if (isRRRA() && p->DrugMode)
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{
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double fovdelta = atan(getdrugmode(p, 65536) * (1. / 65536.)) * (360. / pi::pi()) - 90.;
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fov = (float)clamp<double>(r_fov + fovdelta * 0.6, r_fov, 150.);
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}
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// The camera texture must be rendered with the base palette, so this is the only place where the current global palette can be set.
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