Field of view is now customisable
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@ -105,6 +105,8 @@ SPADES_SETTING(cg_keySceneshot, "9");
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SPADES_SETTING(cg_switchToolByWheel, "1");
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SPADES_SETTING(cg_fov, "68");
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namespace spades {
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namespace client {
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@ -1450,10 +1452,10 @@ namespace spades {
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def.viewAxis[2] = front;
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def.fovX = 90.f * M_PI /180.f;
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def.fovY = atanf(tanf(def.fovX * .5f) *
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renderer->ScreenHeight() /
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renderer->ScreenWidth()) * 2.f;
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def.fovY = (float)cg_fov * M_PI /180.f;
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def.fovX = atanf(tanf(def.fovY * .5f) *
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renderer->ScreenWidth() /
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renderer->ScreenHeight()) * 2.f;
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// update initial spectate pos
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// this is not used now, but if the local player is
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@ -1477,7 +1479,7 @@ namespace spades {
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def.viewAxis[1] = -Vector3::Cross(front, def.viewAxis[0]).Normalize();
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def.viewAxis[2] = front;
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def.fovY = 60.f * M_PI /180.f;
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def.fovY = (float)cg_fov * M_PI /180.f;
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def.fovX = atanf(tanf(def.fovY * .5f) *
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renderer->ScreenWidth() /
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renderer->ScreenHeight()) * 2.f;
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@ -1518,7 +1520,7 @@ namespace spades {
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def.viewAxis[1] = up;
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def.viewAxis[2] = front;
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def.fovY = 60.f * M_PI /180.f;
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def.fovY = (float)cg_fov * M_PI /180.f;
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def.fovX = atanf(tanf(def.fovY * .5f) *
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renderer->ScreenWidth() /
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renderer->ScreenHeight()) * 2.f;
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@ -1579,7 +1581,7 @@ namespace spades {
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def.viewAxis[1] = MakeVector3(0, 1, 0);
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def.viewAxis[2] = MakeVector3(0, 0, 1);
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def.fovY = 60.f * M_PI /180.f;
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def.fovY = (float)cg_fov * M_PI /180.f;
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def.fovX = atanf(tanf(def.fovY * .5f) *
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renderer->ScreenWidth() /
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renderer->ScreenHeight()) * 2.f;
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@ -1596,7 +1598,7 @@ namespace spades {
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def.viewAxis[1] = MakeVector3(0, 0, -1);
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def.viewAxis[2] = MakeVector3(0, 0, 1);
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def.fovY = 60.f * M_PI /180.f;
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def.fovY = (float)cg_fov * M_PI /180.f;
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def.fovX = atanf(tanf(def.fovY * .5f) *
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renderer->ScreenWidth() /
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renderer->ScreenHeight()) * 2.f;
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