game: don`t rotate viewmodels in zoom

This commit is contained in:
SanyaSho 2022-08-04 15:53:29 +03:00
parent e0db3b1a40
commit 5caf8adbd7

View File

@ -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.zFav = farZ;
view.zFarViewmodel = farZ;
view.zFar = 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()
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() )
{