+ {
+ float size;
+ int contents;
+
+ // bound viewsize
+ if (scr_viewsize.value < 30)
+ Cvar_Set ("viewsize","30");
+ if (scr_viewsize.value > 120)
+ Cvar_Set ("viewsize","120");
+
+ // bound field of view
+ if (scr_fov.value < 1)
+ Cvar_Set ("fov","1");
+ if (scr_fov.value > 170)
+ Cvar_Set ("fov","170");
+
+ // intermission is always full screen
+ if (cl.intermission)
+ {
+ size = 1;
+ sb_lines = 0;
+ }
+ else
+ {
+ if (scr_viewsize.value >= 120)
+ sb_lines = 0; // no status bar at all
+ else if (scr_viewsize.value >= 110)
+ sb_lines = 24; // no inventory
+ else
+ sb_lines = 24+16+8;
+ size = scr_viewsize.value * (1.0 / 100.0);
+ size = min(size, 1);
+ }
+
+ r_refdef.width = vid.realwidth * size;
+ r_refdef.height = vid.realheight * size;
+ r_refdef.x = (vid.realwidth - r_refdef.width)/2;
+ r_refdef.y = (vid.realheight - r_refdef.height)/2;
+
+ // LordHavoc: viewzoom (zoom in for sniper rifles, etc)
+ r_refdef.fov_x = scr_fov.value * cl.viewzoom;
+ r_refdef.fov_y = CalcFov (r_refdef.fov_x, r_refdef.width, r_refdef.height);
+
+ if (cl.worldmodel)
+ {
+ Mod_CheckLoaded(cl.worldmodel);
+ contents = CL_PointSuperContents(r_vieworigin);
+ if (contents & SUPERCONTENTS_LIQUIDSMASK)
+ {
+ r_refdef.fov_x *= (sin(cl.time * 4.7) * 0.015 + 0.985);
+ r_refdef.fov_y *= (sin(cl.time * 3.0) * 0.015 + 0.985);
+ }
+ }
+