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4 changes: 2 additions & 2 deletions Descent3/GameLoop.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -870,7 +870,7 @@
extern bool Display_renderer_stats;

// Current zoom factor (this is the tan of 29.25, which is half our FOV of 58.5)
float Render_FOV = D3_DEFAULT_FOV;
float Render_FOV = Render_FOV_setting;
float Render_zoom = D3_DEFAULT_ZOOM;

// How long (in seconds) the last frame took
Expand Down Expand Up @@ -2117,7 +2117,7 @@ void ProcessTestKeys(int key) {
break;

case KEY_8:
Render_FOV = D3_DEFAULT_FOV;
Render_FOV = Render_FOV_setting;
AddHUDMessage("FOV has been reset to %f", Render_FOV);
break;

Expand Down
6 changes: 3 additions & 3 deletions Descent3/WeaponFire.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2680,7 +2680,7 @@ void DoZoomStay() {
if (Zoom_fov_time < 0) {
Zoom_fov_time = 0;
Players[Player_num].flags &= ~PLAYER_FLAGS_ZOOMED;
Render_FOV = D3_DEFAULT_FOV;
Render_FOV = Render_FOV_setting;
}
}
}
Expand All @@ -2689,7 +2689,7 @@ void DoZoomStay() {
void DoZoomEffect(player_weapon *pw, uint8_t clear) {
if (pw->firing_time < .5) {
Players[Player_num].turn_scalar = 1.0;
Render_FOV = D3_DEFAULT_FOV;
Render_FOV = Render_FOV_setting;

if (!clear)
DoZoomStay();
Expand Down Expand Up @@ -2738,7 +2738,7 @@ void DoZoomEffect(player_weapon *pw, uint8_t clear) {
// calculate zoom effect
float norm = (pw->firing_time - .5) * 2;

Render_FOV = (ZOOM_FOV_TARGET * norm) + ((1.0 - norm) * D3_DEFAULT_FOV);
Render_FOV = (ZOOM_FOV_TARGET * norm) + ((1.0 - norm) * Render_FOV_setting);

return;
}
Expand Down
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