Fix FOV modification so it respects applyEffects

This commit is contained in:
Toru the Red Fox 2026-03-16 14:42:49 +00:00
parent 43d520f692
commit 75ea7ef8b0

View file

@ -359,14 +359,17 @@ void GameRenderer::pick(float a)
} }
} }
// Toru - wrapping these methods for backwards compatibility,
// no longer setting m_fov as its use doesn't respect applyEffects param in GameRenderer::getFov
void GameRenderer::SetFovVal(float fov) void GameRenderer::SetFovVal(float fov)
{ {
m_fov=fov; //m_fov=fov;
mc->options->set(Options::Option::FOV, (fov - 70) / 40);
} }
float GameRenderer::GetFovVal() float GameRenderer::GetFovVal()
{ {
return m_fov; return 70 + mc->options->fov * 40;//m_fov;
} }
void GameRenderer::tickFov() void GameRenderer::tickFov()
@ -392,7 +395,7 @@ float GameRenderer::getFov(float a, bool applyEffects)
float fov = m_fov;//70; float fov = m_fov;//70;
if (applyEffects) if (applyEffects)
{ {
//fov += mc->options->fov * 40; fov += mc->options->fov * 40;
fov *= oFov[playerIdx] + (this->fov[playerIdx] - oFov[playerIdx]) * a; fov *= oFov[playerIdx] + (this->fov[playerIdx] - oFov[playerIdx]) * a;
} }
if (player->getHealth() <= 0) if (player->getHealth() <= 0)