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game: don`t rotate viewmodels in zoom

pull/100/head
SanyaSho 2 years ago
parent
commit
5caf8adbd7
  1. 19
      game/client/view.cpp

19
game/client/view.cpp

@ -642,16 +642,17 @@ void CViewRender::SetUpViews() @@ -642,16 +642,17 @@ void CViewRender::SetUpViews()
// Initialize view structure with default values
float farZ = GetZFar();
// Set up the mono/middle view.
CViewSetup &view = m_View;
// Set up the mono/middle view.
CViewSetup &view = m_View;
view.zFar = farZ;
view.zFarViewmodel = farZ;
// UNDONE: Make this farther out?
view.zFav = farZ;
view.zFarViewmodel = farZ;
// UNDONE: Make this farther out?
// closest point of approach seems to be view center to top of crouched box
view.zNear = GetZNear();
view.zNearViewmodel = 1;
view.fov = default_fov.GetFloat();
view.zNear = GetZNear();
view.zNearViewmodel = 1;
view.fov = default_fov.GetFloat();
view.m_bOrtho = false;
view.m_bViewToProjectionOverride = false;
@ -736,7 +737,7 @@ void CViewRender::SetUpViews() @@ -736,7 +737,7 @@ void CViewRender::SetUpViews()
float flFOVOffset = fDefaultFov - view.fov;
//Adjust the viewmodel's FOV to move with any FOV offsets on the viewer's end
view.fovViewmodel = g_pClientMode->GetViewModelFOV() - flFOVOffset;
view.fovViewmodel = fabs( g_pClientMode->GetViewModelFOV() - flFOVOffset );
if ( UseVR() )
{

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