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Call the original weapon view Default.
The menu labeled that choice SAME. A chosen angle already sets that field of view.
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@@ -38,7 +38,7 @@
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</widget>
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<widget name="main_menu/settings_select/player_setup/player_profile_edit/video_settings/fov_viewmodels/viewmodel_fov_label" type="text" controller="1" width="300" height="22" string_list="main_menu/settings_select/player_setup/player_profile_edit/video_settings/fov_viewmodels/labels" string_index="1" font="ui\large_ui" color="#FF2896FF" text_x="13" text_y="4">
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</widget>
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<widget name="main_menu/settings_select/player_setup/player_profile_edit/video_settings/fov_viewmodels/viewmodel_fov_spinner" type="spinner" left="3" top="2" width="147" height="20" flags="pass_unhandled_to_focused_child left_right_tabs_items" strings="SAME|80|85|90|95|100|105|110|115|120|125|130|135|140|145|150" setting="display.viewmodel_fov" values="0|80|85|90|95|100|105|110|115|120|125|130|135|140|145|150" font="ui\large_ui" color="#FF2896FF" align="center" text_y="1" header_bitmap="bitmaps/arrow_sm_left" footer_bitmap="bitmaps/arrow_sm_right" header_bounds="7 -6 19 0" footer_bounds="7 150 19 156">
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<widget name="main_menu/settings_select/player_setup/player_profile_edit/video_settings/fov_viewmodels/viewmodel_fov_spinner" type="spinner" left="3" top="2" width="147" height="20" flags="pass_unhandled_to_focused_child left_right_tabs_items" strings="DEFAULT|80|85|90|95|100|105|110|115|120|125|130|135|140|145|150" setting="display.viewmodel_fov" values="0|80|85|90|95|100|105|110|115|120|125|130|135|140|145|150" font="ui\large_ui" color="#FF2896FF" align="center" text_y="1" header_bitmap="bitmaps/arrow_sm_left" footer_bitmap="bitmaps/arrow_sm_right" header_bounds="7 -6 19 0" footer_bounds="7 150 19 156">
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<on event="created" run="port setting load"/>
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</widget>
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<widget name="main_menu/settings_select/player_setup/player_profile_edit/video_settings/fov_viewmodels/op_viewmodel_visible" width="512" height="28" flags="pass_unhandled_to_focused_child" bitmap="bitmaps/option_bkds" color="#FF2896FF">
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@@ -68,7 +68,7 @@
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<strings name="main_menu/settings_select/player_setup/player_profile_edit/video_settings/fov_viewmodels/help_strings">
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<string text=""/>
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<string text="On-foot horizontal FOV at 16:9, in degrees.\nDefault keeps the authored view and scopes."/>
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<string text="Weapon and hands horizontal FOV at 16:9, in degrees.\nSame keeps the original weapon view."/>
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<string text="Weapon and hands horizontal FOV at 16:9, in degrees.\nA number sets that FOV. Default keeps the original weapon view."/>
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<string text="Draw first-person weapons, hands and attached\nvisuals. Gameplay and sound continue when off."/>
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</strings>
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</menus>
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@@ -316,10 +316,11 @@ the setting for one start of the game. It has priority over the file.
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Video Setup's **FOV AND VIEWMODELS** category offers optional world and
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weapon field of view settings and first person visibility. **DEFAULT** keeps
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the authored world projection. **SAME** keeps the original weapon view, and
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viewmodels start **ON**. OK saves and applies changes. Cancel discards them.
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The menu offers 80 to 150 degrees in steps of five. The config file accepts
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20 to 150 degrees, including fractional values, or zero for Default and Same.
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the authored world projection. **DEFAULT** for the weapon keeps its original
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view, and viewmodels start **ON**. A chosen weapon angle is that FOV. OK
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saves and applies changes. Cancel discards them. The menu offers 80 to 150
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degrees in steps of five. The config file accepts 20 to 150 degrees,
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including fractional values, or zero for Default.
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Angles are horizontal at 16:9; other aspect ratios retain the same vertical
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view. World FOV applies to on-foot first-person views, preserving authored
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vehicle, death and cinematic cameras. Completed scopes keep their native
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@@ -343,7 +344,7 @@ only their display; firing, animation, sound and world lights continue.
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| `display.interpolation` | `true` | `HALO_INTERPOLATION` | `true`: one frame for each refresh of the display. `false`: 30 frames each second, as on the Xbox. Refer to "Frame rate". |
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| `display.direct_camera` | `true` | `HALO_DIRECT_CAMERA` | `true`: in first person, on foot, the view points where the player aims in each frame, not where the last tick left it. Refer to "Frame rate". |
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| `display.fov` | `0.0` | `HALO_FOV` | On-foot first-person horizontal FOV at 16:9, from 20 to 150 degrees. `0` keeps the authored view. Video Setup's FOV and Viewmodels screen sets it. |
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| `display.viewmodel_fov` | `0.0` | `HALO_VIEWMODEL_FOV` | Independent weapon and hands horizontal FOV at 16:9, 20 to 150 degrees. `0` keeps the original weapon view. |
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| `display.viewmodel_fov` | `0.0` | `HALO_VIEWMODEL_FOV` | Weapon and hands horizontal FOV at 16:9, 20 to 150 degrees. `0` is Default and keeps the original weapon view. A chosen angle is that FOV. |
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| `display.viewmodel_visible` | `true` | `HALO_VIEWMODEL_VIS` | Show first-person weapons, hands and attached visuals. This does not change gameplay or other players' models. |
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| `display.high_res_hud` | `true` | `HALO_HIGH_RES_HUD` | `true`: the HUD (meters, counters, panels and their outlines, the motion sensor, reticles, waypoints, scopes) is drawn from the high-res assets in `port/assets/hud`, 8x the size of the maps' bitmaps. The bitmaps with English text keep the maps' own. `false`: the maps' own bitmaps. |
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| `display.high_res_text` | `true` | `HALO_HIGH_RES_TEXT` | `true`: the menus' and HUD's text is drawn with the fonts in `port/assets/fonts` (Overpass, in place of the maps' Interstate) at the resolution the game draws at, laid out as before, and the menus' titles are drawn from the high-res pictures in `port/assets/titles`. `false`: the maps' bitmap fonts and titles. |
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@@ -43,8 +43,9 @@ void viewmodel_projection_begin(void)
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if (projection_depth++ != 0) return;
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projection_applied = FALSE;
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angle = viewmodel_vertical();
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/* SAME keeps the weapon at this frame's own angle. A wide world view
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stretches arms and a gun that sit against the camera. */
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/* Default keeps the weapon at this frame's own angle. A chosen angle
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is that FOV and is left as it is. A wide world view stretches arms
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and a gun that sit against the camera, so Default does not follow it. */
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if (!angle)
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angle = render_fov_authored_vertical(render.local_player_index);
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if (!angle || render.local_player_index < 0 || render.local_player_index >= MAXIMUM_LOCAL_PLAYERS ||
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@@ -117,7 +117,8 @@ static const struct config_setting config_settings[] =
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"0 keeps the authored view. Other cameras keep their own FOV." },
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{ "display.viewmodel_fov", _config_real, "0.0", "HALO_VIEWMODEL_FOV", _environment_value, _platform_all,
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"Weapon and hands horizontal FOV at 16:9, in degrees (20 to 150);\n"
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"0 keeps the original weapon view. Attached visuals use the same projection." },
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"0 is Default and keeps the original weapon view. A chosen angle is\n"
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"that FOV. Attached visuals use the same projection." },
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{ "display.viewmodel_visible", _config_boolean, "true", "HALO_VIEWMODEL_VIS", _environment_value, _platform_all,
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"Draw the first-person weapon, hands and attached visuals. Turning\n"
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"this off does not change firing, animation, sound or world lights." },
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@@ -198,8 +198,8 @@ SCREENS["video_settings/fov_viewmodels"] = {
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"rows": [
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("FOV:", "display.fov", [("DEFAULT", "0")] + [(str(n), str(n)) for n in range(80, 151, 5)],
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"On-foot horizontal FOV at 16:9, in degrees.\nDefault keeps the authored view and scopes.", None),
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("VIEWMODEL FOV:", "display.viewmodel_fov", [("SAME", "0")] + [(str(n), str(n)) for n in range(80, 151, 5)],
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"Weapon and hands horizontal FOV at 16:9, in degrees.\nSame keeps the original weapon view.", None),
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("VIEWMODEL FOV:", "display.viewmodel_fov", [("DEFAULT", "0")] + [(str(n), str(n)) for n in range(80, 151, 5)],
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"Weapon and hands horizontal FOV at 16:9, in degrees.\nA number sets that FOV. Default keeps the original weapon view.", None),
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("VIEWMODELS:", "display.viewmodel_visible", ON_OFF,
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"Draw first-person weapons, hands and attached\nvisuals. Gameplay and sound continue when off.", None),
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],
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