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@ -411,7 +411,7 @@ float GameRenderer::getFov(float a, bool applyEffects)
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float GameRenderer::getViewmodelFov(float a)
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float GameRenderer::getViewmodelFov(float a)
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{
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{
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// The first-person hand/item should not scale with the user's world FOV (Java-like viewmodel feel).
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// 4J - keep the hand/item looking sensible when the player cranks the world FOV
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if (cameraFlip > 0) return 90;
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if (cameraFlip > 0) return 90;
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shared_ptr<LocalPlayer> player = dynamic_pointer_cast<LocalPlayer>(mc->cameraTargetPlayer);
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shared_ptr<LocalPlayer> player = dynamic_pointer_cast<LocalPlayer>(mc->cameraTargetPlayer);
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@ -645,7 +645,7 @@ void GameRenderer::getFovAndAspect(float& fov, float& aspect, float a, bool appl
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void GameRenderer::getViewmodelFovAndAspect(float& fov, float& aspect, float a)
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void GameRenderer::getViewmodelFovAndAspect(float& fov, float& aspect, float a)
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{
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{
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// Use the real window dimensions so the perspective updates on resize.
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// 4J - same as getFovAndAspect(), but for the hand/item pass
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extern int g_rScreenWidth;
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extern int g_rScreenWidth;
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extern int g_rScreenHeight;
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extern int g_rScreenHeight;
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aspect = g_rScreenWidth / static_cast<float>(g_rScreenHeight);
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aspect = g_rScreenWidth / static_cast<float>(g_rScreenHeight);
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