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Comparing 2006 Base SDK to Fortress Forever 2.46

cl_dll/view.cpp

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#include #include "ScreenSpaceEffects.h" #if defined( HL2_CLIENT_DLL ) || defined( CSTRIKE_DLL ) #define USE_MONITORS #endif #ifdef USE_MONITORS #include "materialsystem/IMaterialSystem.h"
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#include #include "ScreenSpaceEffects.h" // Bug #0000385: point_camera & func_monitor in-titties // Allways USE_MONITORS //#if defined( HL2_CLIENT_DLL ) || defined( CSTRIKE_DLL ) #define USE_MONITORS //#endif #ifdef USE_MONITORS #include "materialsystem/IMaterialSystem.h"
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// 54 degrees approximates a 35mm camera - we determined that this makes the viewmodels // and motions look the most natural. ConVar v_viewmodel_fov( "viewmodel_fov", "54", FCVAR_CHEAT ); ConVar mat_viewportscale( "mat_viewportscale", "1.0", FCVAR_CHEAT ); ConVar cl_leveloverview( "cl_leveloverview", "0", FCVAR_CHEAT );
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// 54 degrees approximates a 35mm camera - we determined that this makes the viewmodels // and motions look the most natural. ConVar v_viewmodel_fov( "viewmodel_fov", "74", FCVAR_ARCHIVE ); ConVar mat_viewportscale( "mat_viewportscale", "1.0", FCVAR_CHEAT ); ConVar cl_leveloverview( "cl_leveloverview", "0", FCVAR_CHEAT );
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//Adjust the viewmodel's FOV to move with any FOV offsets on the viewer's end m_View.fovViewmodel = g_pClientMode->GetViewModelFOV() - flFOVOffset; // Disable spatical partition access partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, true ); // Enable access to all model bones
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//Adjust the viewmodel's FOV to move with any FOV offsets on the viewer's end m_View.fovViewmodel = g_pClientMode->GetViewModelFOV() - flFOVOffset; // --> Mirv: Make sure this doesn't go negative if (m_View.fovViewmodel < 10.0f) { m_View.fovViewmodel = 10.0f; } // <-- Mirv // Disable spatical partition access partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, true ); // Enable access to all model bones
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g_bRenderingCameraView = true; #endif // FIXME: this should check for the ability to do a render target maybe instead. // FIXME: shouldn't have to truck through all of the visible entities for this!!!! ITexture *pCameraTarget = GetCameraTexture(); int width = pCameraTarget->GetActualWidth(); int height = pCameraTarget->GetActualHeight(); C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
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g_bRenderingCameraView = true; #endif // Bug #0000390: multiple render targets for cameras /* // FIXME: this should check for the ability to do a render target maybe instead. // FIXME: shouldn't have to truck through all of the visible entities for this!!!! ITexture *pCameraTarget = GetCameraTexture(); int width = pCameraTarget->GetActualWidth(); int height = pCameraTarget->GetActualHeight(); */ C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
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if ( !pCameraEnt->IsActive() || pCameraEnt->IsDormant() ) continue; if ( !DrawOneMonitor( pCameraTarget, cameraNum, pCameraEnt, cameraView, player, 0, 0, width, height ) ) continue;
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if ( !pCameraEnt->IsActive() || pCameraEnt->IsDormant() ) continue; // Bug #0000390: multiple render targets for cameras // --> ITexture *pCameraTarget = materials->FindTexture( pCameraEnt->GetRenderTarget(), TEXTURE_GROUP_RENDER_TARGET ); if( IsErrorTexture( pCameraTarget ) ) { Msg( "Error: render target texture not found - defaulting to _rt_Camera!\n" ); pCameraTarget = GetCameraTexture(); } int width = pCameraTarget->GetActualWidth(); int height = pCameraTarget->GetActualHeight(); // <-- if ( !DrawOneMonitor( pCameraTarget, cameraNum, pCameraEnt, cameraView, player, 0, 0, width, height ) ) continue;
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if ( pPlayer ) { // Override view model if necessary if ( !pPlayer->m_Local.m_bDrawViewmodel ) { drawViewModel = false; }
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if ( pPlayer ) { // Override view model if necessary // Added a conditional for SourceTV as this was turning off viewmodels for SourceTV demos -squeek if ( !pPlayer->m_Local.m_bDrawViewmodel && !pPlayer->IsHLTV() ) { drawViewModel = false; }