return MYMAX(m_fov_x, m_fov_y);
}
+ // Notify about new server-sent FOV and initialize smooth FOV transition
+ void notifyFovChange();
+
// Checks if the constructor was able to create the scene nodes
bool successfullyCreated(std::string &error_message);
Client *m_client;
+ // Default Client FOV (as defined by the "fov" setting)
+ f32 m_cache_fov;
+
// Absolute camera position
v3f m_camera_position;
// Absolute camera direction
// Camera offset
v3s16 m_camera_offset;
+ // Server-sent FOV variables
+ bool m_server_sent_fov = false;
+ f32 m_curr_fov_degrees, m_old_fov_degrees, m_target_fov_degrees;
+
+ // FOV transition variables
+ bool m_fov_transition_active = false;
+ f32 m_fov_diff, m_transition_time;
+
v2f m_wieldmesh_offset = v2f(55.0f, -35.0f);
v2f m_arm_dir;
v2f m_cam_vel;
f32 m_cache_fall_bobbing_amount;
f32 m_cache_view_bobbing_amount;
- f32 m_cache_fov;
bool m_arm_inertia;
std::list<Nametag *> m_nametags;