Fixed an issue where switching back from PDA would affect in game FOV. Prevented PDA switching from altering FOV for readability.
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@@ -13,6 +13,7 @@ const std::string PLUGIN_NAME = "HellIsUs";
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const std::string PLUGIN_LOG = PLUGIN_NAME + ".log";
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const std::string PLUGIN_LOG = PLUGIN_NAME + ".log";
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const std::string gameExecutable = "HellIsUs-Win64-Shipping.exe";
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const std::string gameExecutable = "HellIsUs-Win64-Shipping.exe";
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const float baseAspect = 1.777777791;
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const float baseAspect = 1.777777791;
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const float PDA_FOV = 21; // FOV must not be modified when switching to PDA to keep reading possible
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// Logger
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// Logger
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std::shared_ptr<spdlog::logger> logger;
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std::shared_ptr<spdlog::logger> logger;
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@@ -260,7 +261,9 @@ static void FOVFixEnabled(bool fix_enabled) {
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g_Compensated_FOV = ctx.xmm0.f32[0] = Maths::CompensateHorizontalFOV(g_FOV_In, baseAspect, aspectRatio);
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g_Compensated_FOV = ctx.xmm0.f32[0] = Maths::CompensateHorizontalFOV(g_FOV_In, baseAspect, aspectRatio);
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else
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else
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g_Compensated_FOV = ctx.xmm0.f32[0];
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g_Compensated_FOV = ctx.xmm0.f32[0];
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g_FOV_Out = ctx.xmm0.f32[0] += (g_fov_fix_enabled ? g_AdditionalFOVValue : 0);
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if (g_FOV_In != PDA_FOV)
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g_FOV_Out = ctx.xmm0.f32[0] += (g_fov_fix_enabled ? g_AdditionalFOVValue : 0);
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else g_FOV_Out = ctx.xmm0.f32[0];
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});
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});
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}
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}
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else FOVHook.enable();
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else FOVHook.enable();
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