Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
#include "cbase.h"
//-----------------------------------------------------------------------------
// Purpose: Calculate the FOV for the intro sequence (needed by both server and client)
//-----------------------------------------------------------------------------
float ScriptInfo_CalculateFOV( float flFOVBlendStartTime, float flNextFOVBlendTime, int nFOV, int nNextFOV, bool bSplineRamp )
{
// Handle the spline case
if ( bSplineRamp )
{
//If we're past the zoom time, just take the new value and stop transitioning
float deltaTime = (float)( gpGlobals->curtime - flFOVBlendStartTime ) / ( flNextFOVBlendTime - flFOVBlendStartTime );
if ( deltaTime >= 1.0f )
return nNextFOV;
float flResult = SimpleSplineRemapVal( deltaTime, 0.0f, 1.0f, (float) nFOV, (float) nNextFOV );
// Msg("FOV BLENDING: curtime %.2f StartedAt %.2f FinishAt: %.2f\n", gpGlobals->curtime, flFOVBlendStartTime, flNextFOVBlendTime );
// Msg(" Perc: %.2f Start: %d End: %d FOV: %.2f\n", SimpleSplineRemapVal( deltaTime, 0.0f, 1.0f, nFOV, nNextFOV ), nFOV, nNextFOV, flResult );
return flResult;
}
// Common, linear blend
if ( (flNextFOVBlendTime - flFOVBlendStartTime) != 0 )
{
float flResult = RemapValClamped( gpGlobals->curtime, flFOVBlendStartTime, flNextFOVBlendTime, (float) nFOV, (float) nNextFOV );
// Msg("FOV BLENDING: curtime %.2f StartedAt %.2f FinishAt: %.2f\n", gpGlobals->curtime, flFOVBlendStartTime, flNextFOVBlendTime );
// Msg(" Perc: %.2f Start: %d End: %d FOV: %.2f\n", RemapValClamped( gpGlobals->curtime, flFOVBlendStartTime, flNextFOVBlendTime, 0.0, 1.0 ), nFOV, nNextFOV, flResult );
return flResult;
}
// Msg("FOV BLENDING: JUMPED TO NEXT FOV (%d)\n", nNextFOV );
return nNextFOV;
}