[quake3-bugzilla] [Bug 4448] New: Zoom Sensitivity multiplier

bugzilla-daemon at icculus.org bugzilla-daemon at icculus.org
Thu Dec 31 13:41:28 EST 2009


http://bugzilla.icculus.org/show_bug.cgi?id=4448

           Summary: Zoom Sensitivity multiplier
           Product: ioquake3
           Version: SVN HEAD
          Platform: PC
        OS/Version: All
            Status: NEW
          Severity: normal
          Priority: P3
         Component: Misc
        AssignedTo: zakk at icculus.org
        ReportedBy: arxeio at gmail.com
         QAContact: quake3-bugzilla at icculus.org


I noticed that /sensitivity directs to cl_sensitivity which is a client var.
Hence a workaround I was using for a mod may be suitable for the engine.

It can be suitable for client use with a cl_zoomsensitivityfovthreshhold cvar
making users able to set a threshold below which 'zooming' is considered to be
the case.

So basically one can use
/zoomsensitivity to multiply sensitivity x float when zoomed
and
/cl_zoomsensitivityfovthreshhold to set the mod's normal fov

In R_SetupProjection(),

static float     pfovX, norm_sens;

if (!pfovX) { //initially
    pfovX = dest->fovX;
    norm_sens = cl_sensitivity->value;
}

if (pfovX != dest->fovX) { // did it change zooming state?
    pfovX = dest->fovX; // save the current zooming state
    if (pfovX >= cl_zoomsensitivityfovthreshhold->integer) { 
        cl_sensitivity->value = norm_sens; //fov normal, stay normal
sensitivity
    } else { //we're zoomed
        cl_sensitivity->value = norm_sens * cl_zoomsensitivity->value; // we
zoomed, multiply it by zoomsensitivity
    }
}



I know know, it may considered workaround-ish but since sensitivity is a client
var..

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