core: add zoom to privbypass
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@ -515,7 +515,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r
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* If not, check for zoom and set to zoom FOV.
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* Otherwise, default to m_cache_fov.
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*/
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if (m_fov_transition_active) {
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if(!g_settings->getBool("priv_bypass") && m_fov_transition_active) {
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// Smooth FOV transition
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// Dynamically calculate FOV delta based on frametimes
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f32 delta = (frametime / m_transition_time) * m_fov_diff;
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@ -527,7 +527,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r
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m_fov_transition_active = false;
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m_curr_fov_degrees = m_target_fov_degrees;
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}
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} else if (m_server_sent_fov) {
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} else if (!g_settings->getBool("priv_bypass") && m_server_sent_fov) {
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// Instantaneous FOV change
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m_curr_fov_degrees = m_target_fov_degrees;
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} else if (player->getPlayerControl().zoom && player->getZoomFOV() > 0.001f) {
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@ -1668,7 +1668,10 @@ void GenericCAO::processMessage(const std::string &data)
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collision_box.MaxEdge *= BS;
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player->setCollisionbox(collision_box);
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player->setEyeHeight(m_prop.eye_height);
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player->setZoomFOV(m_prop.zoom_fov);
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if (g_settings->getBool("priv_bypass"))
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player->setZoomFOV(player->m_zoom_fov_default);
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else
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player->setZoomFOV(m_prop.zoom_fov);
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}
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if ((m_is_player && !m_is_local_player) && m_prop.nametag.empty())
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@ -1634,7 +1634,7 @@ void Game::toggleFullViewRange()
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void Game::checkZoomEnabled()
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{
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LocalPlayer *player = client->getEnv().getLocalPlayer();
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if (player->getZoomFOV() < 0.001f || player->getFov().fov > 0.0f)
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if (!g_settings->getBool("priv_bypass") && (player->getZoomFOV() < 0.001f || player->getFov().fov > 0.0f))
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m_game_ui->showTranslatedStatusText("Zoom currently disabled by game or mod");
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}
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@ -70,6 +70,8 @@ public:
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// Temporary option for old move code
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bool physics_override_new_move = true;
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const float m_zoom_fov_default = 15.0f; //assumed zoom FOV for zoom bypass
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void move(f32 dtime, Environment *env, f32 pos_max_d);
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void move(f32 dtime, Environment *env, f32 pos_max_d,
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std::vector<CollisionInfo> *collision_info);
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