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author | Christopher Schwarz <lakitu7@gmail.com> | 2009-10-03 12:16:48 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2013-01-03 00:15:49 +0000 |
commit | 2372e0d0cb645a03747f560d6dab0fbd765b169a (patch) | |
tree | 73a661d38b8b4e55139eeb355c6472d9e7867c5b /src/cgame/cg_particles.c | |
parent | 6c8ce54f94a20e4809368d2788a154c8203ed499 (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.
Diffstat (limited to 'src/cgame/cg_particles.c')
0 files changed, 0 insertions, 0 deletions