void (float mask) R_AddEntities = #301;\r
void (entity e) R_AddEntity = #302;\r
float (float property, ...) R_SetView = #303;\r
+vector (float property, ...) R_SetView3fv = #303;\r
void () R_RenderScene = #304;\r
void (vector org, float radius, vector rgb) R_AddDynamicLight = #305;\r
void () R_CalcRefDef = #306;\r
#ifndef KEEP_ROLL
if(autocvar_cl_rollkillspeed)
- R_SetView(VF_CL_VIEWANGLES_Z, input_angles_z * max(0, (1 - frametime * autocvar_cl_rollkillspeed)));
+ setproperty(VF_CL_VIEWANGLES_Z, input_angles_z * max(0, (1 - frametime * autocvar_cl_rollkillspeed)));
else
- R_SetView(VF_CL_VIEWANGLES_Z, 0);
+ setproperty(VF_CL_VIEWANGLES_Z, 0);
#endif
e = WarpZone_Find(warpzone_fixview_origin, warpzone_fixview_origin);
if(warpzone_saved)
{
- R_SetView(VF_ORIGIN, warpzone_fixview_origin);
- R_SetView(VF_ANGLES, warpzone_fixview_angles);
+ setproperty(VF_ORIGIN, warpzone_fixview_origin);
+ setproperty(VF_ANGLES, warpzone_fixview_angles);
}
}
void WarpZone_UnFixView()
{
warpzone_fixview_origin = warpzone_saved_origin;
warpzone_fixview_angles = warpzone_saved_angles;
- R_SetView(VF_ORIGIN, warpzone_fixview_origin);
- R_SetView(VF_ANGLES, warpzone_fixview_angles);
+ setproperty(VF_ORIGIN, warpzone_fixview_origin);
+ setproperty(VF_ANGLES, warpzone_fixview_angles);
}
}