default viewmodel_fov 68
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@ -112,7 +112,7 @@ static ConVar v_centerspeed( "v_centerspeed","500" );
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// and motions look the most natural.
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ConVar v_viewmodel_fov( "viewmodel_fov", "54", FCVAR_ARCHIVE, "Sets the field-of-view for the viewmodel.", true, 0.1, true, 179.9 );
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#else
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ConVar v_viewmodel_fov( "viewmodel_fov", "54", FCVAR_CHEAT, "Sets the field-of-view for the viewmodel.", true, 0.1, true, 179.9 );
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ConVar v_viewmodel_fov( "viewmodel_fov", "68", FCVAR_ARCHIVE, "Sets the field-of-view for the viewmodel.", true, 0.1, true, 179.9 );
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#endif
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ConVar mat_viewportscale( "mat_viewportscale", "1.0", FCVAR_ARCHIVE, "Scale down the main viewport (to reduce GPU impact on CPU profiling)", true, (1.0f / 640.0f), true, 1.0f );
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ConVar mat_viewportupscale( "mat_viewportupscale", "1", FCVAR_ARCHIVE, "Scale the viewport back up" );
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@ -1125,11 +1125,13 @@ void CViewRender::Render( vrect_t *rect )
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static ConVarRef sv_restrict_aspect_ratio_fov( "sv_restrict_aspect_ratio_fov" );
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float aspectRatio = engine->GetScreenAspectRatio() * 0.75f; // / (4/3)
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float limitedAspectRatio = aspectRatio;
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if ( ( sv_restrict_aspect_ratio_fov.GetInt() > 0 && engine->IsWindowedMode() && gpGlobals->maxClients > 1 ) ||
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sv_restrict_aspect_ratio_fov.GetInt() == 2 )
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{
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limitedAspectRatio = MIN( aspectRatio, 1.85f * 0.75f ); // cap out the FOV advantage at a 1.85:1 ratio (about the widest any legit user should be)
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limitedAspectRatio = MIN( aspectRatio, 1.85f * 1.75f ); // cap out the FOV advantage at a 1.85:1 ratio (about the widest any legit user should be)
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}
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view.fov = ScaleFOVByWidthRatio( view.fov, limitedAspectRatio );
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