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cap the timescale sensitivity scale when timescale > 1.0 (#1204)
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-2
lines changed

2 files changed

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code/cgame/cg_view.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -2037,7 +2037,7 @@ void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView ) {
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//FIXME: should really send forcePowersActive over network onto cg.snap->ps...
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const int fpActive = cg_entities[0].gent->client->ps.forcePowersActive;
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const bool matrixMode = !!(fpActive & ((1 << FP_SPEED) | (1 << FP_RAGE)));
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float speed = cg.refdef.fov_y / 75.0 * (matrixMode ? 1.0f : cg_timescale.value);
2040+
float speed = cg.refdef.fov_y / 75.0 * (matrixMode ? 1.0f : Q_min(cg_timescale.value, 1.0f));
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//FIXME: junk code, BUG:168
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codeJK2/cgame/cg_view.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1862,7 +1862,7 @@ void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView ) {
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// let the client system know what our weapon and zoom settings are
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//FIXME: should really send forcePowersActive over network onto cg.snap->ps...
1865-
float speed = cg.refdef.fov_y / 75.0 * ((cg_entities[0].gent->client->ps.forcePowersActive&(1<<FP_SPEED))?1.0f:cg_timescale.value);
1865+
float speed = cg.refdef.fov_y / 75.0 * ((cg_entities[0].gent->client->ps.forcePowersActive&(1<<FP_SPEED))?1.0f:Q_min(cg_timescale.value, 1.0f));
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//FIXME: junk code, BUG:168
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