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Automatically adjust field of view for widescreen aspect ratios #1322

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23 changes: 14 additions & 9 deletions src/game/game.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -182,7 +182,7 @@ namespace game
VAR(IDF_PERSIST, fullbrightfocus, 0, 0, 3); // bitwise: 0 = don't fullbright focus, 1 = fullbright non-player1, 2 = fullbright player1

VAR(IDF_PERSIST, thirdpersonmodel, 0, 1, 1);
VAR(IDF_PERSIST, thirdpersonfov, 90, 120, 150);
VAR(IDF_PERSIST, thirdpersonfov, 90, 90, 150);
FVAR(IDF_PERSIST, thirdpersonblend, 0, 1, 1);
VAR(IDF_PERSIST, thirdpersoninterp, 0, 100, VAR_MAX);
FVAR(IDF_PERSIST, thirdpersondist, FVAR_NONZERO, 14, 20);
Expand All @@ -197,7 +197,7 @@ namespace game

VAR(IDF_PERSIST, firstpersonmodel, 0, 3, 3);
VAR(IDF_PERSIST, firstpersoncamera, 0, 0, 1);
VAR(IDF_PERSIST, firstpersonfov, 90, 100, 150);
VAR(IDF_PERSIST, firstpersonfov, 90, 90, 150);
FVAR(IDF_PERSIST, firstpersondepth, 0, 0.25f, 1);
FVAR(IDF_PERSIST, firstpersonbodydepth, 0, 0.65f, 1);
FVAR(IDF_PERSIST, firstpersondepthfov, 0, 70, 150);
Expand Down Expand Up @@ -238,8 +238,8 @@ namespace game
VAR(IDF_PERSIST, firstpersonslidetime, 0, 200, VAR_MAX);
FVAR(IDF_PERSIST, firstpersonslideroll, -89.9f, -5.f, 89.9f);

VAR(IDF_PERSIST, editfov, 10, 100, 150);
VAR(IDF_PERSIST, specfov, 10, 100, 150);
VAR(IDF_PERSIST, editfov, 10, 90, 150);
VAR(IDF_PERSIST, specfov, 10, 90, 150);

VAR(IDF_PERSIST, specresetstyle, 0, 1, 1); // 0 = back to player1, 1 = stay at camera

Expand Down Expand Up @@ -680,12 +680,17 @@ namespace game
ICOMMAND(0, isthirdperson, "i", (int *viewonly), intret(thirdpersonview(*viewonly ? true : false) ? 1 : 0));
ICOMMAND(0, thirdpersonswitch, "", (), int *n = (focus != player1 ? &followthirdperson : &thirdperson); *n = !*n);

int fov()
float fov()
{
if(player1->state == CS_EDITING) return editfov;
if(focus == player1 && player1->state == CS_SPECTATOR) return specfov;
if(thirdpersonview(true)) return thirdpersonfov;
return firstpersonfov;
float resultfov = 90.0f;
if(player1->state == CS_EDITING) resultfov = editfov;
if(focus == player1 && player1->state == CS_SPECTATOR) resultfov = specfov;
if(thirdpersonview(true)) resultfov = thirdpersonfov;
else resultfov = firstpersonfov;

// automatic FOV adjustment for wide screens
// (horizontal FOV value is always specified for 4:3, but scaled for different aspect ratios)
return atan(tan(resultfov * M_PI / 360.0f) * 0.75f * aspect) * 360.0f / M_PI;
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Since this is a change that drastically changes the expected behavior of the FOV math, this should be behind an additional variable that enables/disables this. Gate it behind "fovaltaspectcorrect" variable and I think it'll be good to merge.

}

void checkzoom()
Expand Down