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[SP] cap the timescale sensitivity scale when timescale > 1.0 #1204

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2 changes: 1 addition & 1 deletion code/cgame/cg_view.cpp
Expand Up @@ -2037,7 +2037,7 @@ void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView ) {
//FIXME: should really send forcePowersActive over network onto cg.snap->ps...
const int fpActive = cg_entities[0].gent->client->ps.forcePowersActive;
const bool matrixMode = !!(fpActive & ((1 << FP_SPEED) | (1 << FP_RAGE)));
float speed = cg.refdef.fov_y / 75.0 * (matrixMode ? 1.0f : cg_timescale.value);
float speed = cg.refdef.fov_y / 75.0 * (matrixMode ? 1.0f : Q_min(cg_timescale.value, 1.0f));

//FIXME: junk code, BUG:168

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2 changes: 1 addition & 1 deletion codeJK2/cgame/cg_view.cpp
Expand Up @@ -1862,7 +1862,7 @@ void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView ) {

// let the client system know what our weapon and zoom settings are
//FIXME: should really send forcePowersActive over network onto cg.snap->ps...
float speed = cg.refdef.fov_y / 75.0 * ((cg_entities[0].gent->client->ps.forcePowersActive&(1<<FP_SPEED))?1.0f:cg_timescale.value);
float speed = cg.refdef.fov_y / 75.0 * ((cg_entities[0].gent->client->ps.forcePowersActive&(1<<FP_SPEED))?1.0f:Q_min(cg_timescale.value, 1.0f));

//FIXME: junk code, BUG:168

Expand Down