cleanup
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50d6d046c1
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@ -42,12 +42,7 @@ namespace UniformAim
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{
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{
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float resX = Convert.ToUInt16(Screen.width.ToString());
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float resX = Convert.ToUInt16(Screen.width.ToString());
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float resY = Convert.ToUInt16(Screen.height.ToString());
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float resY = Convert.ToUInt16(Screen.height.ToString());
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//string screenWidth = Screen.width.ToString();
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//string screenHeight = Screen.height.ToString();
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//float resX = Convert.ToUInt16(screenWidth);
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//float resY = Convert.ToUInt16(screenHeight);
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//Logger.LogInfo("GetAspectRatio(): resX: " + resX + " resY: " + resY);
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return (resX / resY);
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return (resX / resY);
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}
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}
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//calculate horizontal FOV based on vertical FOV, currently unused but could be useful in the future
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//calculate horizontal FOV based on vertical FOV, currently unused but could be useful in the future
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@ -156,8 +151,7 @@ namespace UniformAim
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if (Camera.allCamerasCount > 1) { ScopeFOV = Camera.allCameras[1].fieldOfView; }
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if (Camera.allCamerasCount > 1) { ScopeFOV = Camera.allCameras[1].fieldOfView; }
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//Figure out if the FPSCamera is zoomed in, prevents the script from ticking while the player is healing
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//Figure out if the FPSCamera is zoomed in, prevents the script from ticking while the player is healing
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//if(FPSCameraFOV < configFOV.Value)
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if(FPSCameraFOV < configFOV.Value)
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if(FPSCameraFOV < 75)
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{
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{
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DetermineCurrentFOV();
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DetermineCurrentFOV();
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//do not update sensitivity if currentFOV hasn't changed
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//do not update sensitivity if currentFOV hasn't changed
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