Found the same yesterday jaquboss.
But besides that you need to change some more, because you would get a really weird
picture on the left of the screen.
This is what I did, it looks a bit weird, but it works:
In cg_draw.c:
/*
if ( cg.showGameView ) {
float x, y, w, h;
x = LIMBO_3D_X;
y = LIMBO_3D_Y;
w = LIMBO_3D_W;
h = LIMBO_3D_H;
CG_AdjustFrom640( &x, &y, &w, &h );
cg.refdef_current->x = x;
cg.refdef_current->y = y;
cg.refdef_current->width = w;
cg.refdef_current->height = h;
CG_Letterbox( (LIMBO_3D_W/640.f)*100, (LIMBO_3D_H/480.f)*100, qfalse );
}
*/
In cg_view.c in cg_calcvrect did the same.
Leave :
CG_Letterbox( 100, 100, qtrue );
In, cause else you will end up with a black screen.
Some further down in cg_view.c:
/*if( cg.showGameView ) {
VectorCopy( cgs.ccPortalPos, cg.refdef_current->vieworg );
if( cg.showGameView && cgs.ccPortalEnt != -1 ) {
vec3_t vec;
VectorSubtract( cg_entities[cgs.ccPortalEnt].lerpOrigin, cg.refdef_current->vieworg, vec );
vectoangles( vec, cg.refdefViewAngles );
} else {
VectorCopy( cgs.ccPortalAngles, cg.refdefViewAngles );
}
} else*/
if( cg.renderingThirdPerson && (ps->eFlags & EF_MG42_ACTIVE || ps->eFlags & EF_AAGUN_ACTIVE )) { // Arnout: see if we're attached to a gun
And finally change this:
if( !cg.showGameView || cg.showGameView ) {
// add error decay
When you enter the limbo panel now, you will have a thirdperson view of you player, and you see all happening realtime.
Thanks jaquboss for the reply.