- toned down the fov change a bit.

With real projection math it was a bit extreme.
This commit is contained in:
Christoph Oelckers 2022-08-03 19:59:46 +02:00
parent 0fd42a50e8
commit 8d423fdc6f

View file

@ -271,8 +271,11 @@ void displayrooms(int snum, double smoothratio, bool sceneonly)
}
else
{
if (isRRRA() && p->DrugMode)
fov = atan(getdrugmode(p, 65536) * (1. / 65536.)) * (4 * r_fov / pi::pi());
if (isRRRA() && p->DrugMode)
{
double fovdelta = atan(getdrugmode(p, 65536) * (1. / 65536.)) * (360. / pi::pi()) - 90.;
fov = (float)clamp<double>(r_fov + fovdelta * 0.6, r_fov, 150.);
}
// The camera texture must be rendered with the base palette, so this is the only place where the current global palette can be set.