This commit is contained in:
notGreg 2022-07-03 09:28:20 +02:00
parent 50d6d046c1
commit f77a850585

View File

@ -42,12 +42,7 @@ namespace UniformAim
{ {
float resX = Convert.ToUInt16(Screen.width.ToString()); float resX = Convert.ToUInt16(Screen.width.ToString());
float resY = Convert.ToUInt16(Screen.height.ToString()); float resY = Convert.ToUInt16(Screen.height.ToString());
//string screenWidth = Screen.width.ToString();
//string screenHeight = Screen.height.ToString();
//float resX = Convert.ToUInt16(screenWidth);
//float resY = Convert.ToUInt16(screenHeight);
//Logger.LogInfo("GetAspectRatio(): resX: " + resX + " resY: " + resY);
return (resX / resY); return (resX / resY);
} }
//calculate horizontal FOV based on vertical FOV, currently unused but could be useful in the future //calculate horizontal FOV based on vertical FOV, currently unused but could be useful in the future
@ -156,8 +151,7 @@ namespace UniformAim
if (Camera.allCamerasCount > 1) { ScopeFOV = Camera.allCameras[1].fieldOfView; } if (Camera.allCamerasCount > 1) { ScopeFOV = Camera.allCameras[1].fieldOfView; }
//Figure out if the FPSCamera is zoomed in, prevents the script from ticking while the player is healing //Figure out if the FPSCamera is zoomed in, prevents the script from ticking while the player is healing
//if(FPSCameraFOV < configFOV.Value) if(FPSCameraFOV < configFOV.Value)
if(FPSCameraFOV < 75)
{ {
DetermineCurrentFOV(); DetermineCurrentFOV();
//do not update sensitivity if currentFOV hasn't changed //do not update sensitivity if currentFOV hasn't changed