@@ -145,7 +145,7 @@ cvar_t v_ipitch_level = { "v_ipitch_level", "0.3", 0, 0.3 };
145145float v_idlescale; // used by TFC for concussion grenade effect
146146
147147cvar_s* crosshair_low;
148- int HUD_LAG_VALUE ; // The sensitivity of the HUD-sway effect is dependent on the screen resolution.
148+ int m_iHudLagSensitivity ; // The sensitivity of the HUD-sway effect is dependent on the screen resolution.
149149
150150
151151
@@ -939,17 +939,17 @@ void V_CalcViewModelLag(ref_params_t* pparams, cl_entity_s* view)
939939 origin = origin + (vDifference * -1 .0f ) * flScale;
940940
941941 if (ScreenWidth >= 2560 && ScreenHeight >= 1600 )
942- HUD_LAG_VALUE = 17 ;
942+ m_iHudLagSensitivity = 17 ;
943943 else if (ScreenWidth >= 1280 && ScreenHeight > 720 )
944- HUD_LAG_VALUE = 13 ;
944+ m_iHudLagSensitivity = 13 ;
945945 else if (ScreenWidth >= 640 )
946- HUD_LAG_VALUE = 8 ;
946+ m_iHudLagSensitivity = 8 ;
947947 else
948- HUD_LAG_VALUE = 2 ;
948+ m_iHudLagSensitivity = 2 ;
949949
950950 // HUD lag
951- gHUD .m_flHudLagOfs [0 ] += V_CalcRoll (vOriginalAngles, ((vDifference * -1 .0f ) * flScale), HUD_LAG_VALUE , 500 ) * 280 .0f ;
952- gHUD .m_flHudLagOfs [1 ] += V_CalcRoll (vOriginalAngles, ((vDifference * 1 .0f ) * flScale), HUD_LAG_VALUE , 500 , 2 ) * 280 .0f ;
951+ gHUD .m_flHudLagOfs [0 ] += V_CalcRoll (vOriginalAngles, ((vDifference * -1 .0f ) * flScale), m_iHudLagSensitivity , 500 ) * 280 .0f ;
952+ gHUD .m_flHudLagOfs [1 ] += V_CalcRoll (vOriginalAngles, ((vDifference * 1 .0f ) * flScale), m_iHudLagSensitivity , 500 , 2 ) * 280 .0f ;
953953 view->origin = view->origin + (vDifference * -1 .0f ) * flScale;
954954 }
955955 AngleVectors (InvPitch (vOriginalAngles), forward, right, up);
0 commit comments