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authorChristopher Schwarz <lakitu7@gmail.com>2009-10-03 12:16:48 +0000
committerTim Angus <tim@ngus.net>2013-01-03 00:15:49 +0000
commit2372e0d0cb645a03747f560d6dab0fbd765b169a (patch)
tree73a661d38b8b4e55139eeb355c6472d9e7867c5b /models/weapons/level2upg/weapon.cfg
parent6c8ce54f94a20e4809368d2788a154c8203ed499 (diff)
* More thirdperson follow and shoulder-cam stuff:
+ Totally redo all the shoulder view positions + Change cg_thirdPersonShoulderView -> cg_thirdPersonShoulderViewMode and give it new behaviors - 0: always use regular third person view - 1: use regular third person view but go to shoulder during wallwalk (default) - 2: always use shoulder view + Following of the player's pitch (in both modes) is disabled but can be reenabled using cg_thirdPersonPitchFollow 1 - This cvar is intended to be temporary. One way or the other will be kept for trunk. + Unbreak regular third person view during wallwalk (I still don't like the way it looks though) + Add a set of temporary cvars for tweaking shoulder view positions for each class - cg_shoulderViewOverride 1 will activate the following cvars and ignore the hard-coded positions - cg_shoulderViewUp cg_shoulderViewRight cg_shoulderViewForward then offset the views instead - These four cvars will not go to trunk. They are so that people can easily test different viewpoints (to be hardcoded) and suggest them to me during this testing phase.
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