cl_bob2 0 sideways view bobbing amount
cl_bob2cycle 0.6 sideways view bobbing speed
cl_bob2smooth 0.05 how fast the view goes back when you stop touching the ground
+cl_bobfall 0 how much the view swings down when falling (influenced by the speed you hit the ground with)
+cl_bobfallcycle 0.25 speed of the bobfall swing
cl_bobmodel 1 enables gun bobbing
cl_bobmodel_side 0.05 gun bobbing sideways sway amount
cl_bobmodel_speed 7 gun bobbing speed
cvar_t cl_bob2 = {CVAR_SAVE, "cl_bob2","0", "sideways view bobbing amount"};
cvar_t cl_bob2cycle = {CVAR_SAVE, "cl_bob2cycle","0.6", "sideways view bobbing speed"};
cvar_t cl_bob2smooth = {CVAR_SAVE, "cl_bob2smooth","0.05", "how fast the view goes back when you stop touching the ground"};
+cvar_t cl_bobfall = {CVAR_SAVE, "cl_bobfall","0.1", "how much the view swings down when falling (influenced by the speed you hit the ground with)"};
+cvar_t cl_bobfallcycle = {CVAR_SAVE, "cl_bobfallcycle","0.025", "speed of the bobfall swing"};
cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
// fall bobbing code
// causes the view to swing down and back up when touching the ground
- if (!cl.onground)
+ if (cl_bobfall.value && cl_bobfallcycle.value)
{
- cl.bobfall_speed = cl.velocity[2] * 0.1; // replace 0.1 with cvar
- cl.bobfall_swing = 1;
- }
- else
- {
- if(cl.bobfall_swing > 0)
- cl.bobfall_swing -= 0.01; // replace 0.1 with cvar
+ if (!cl.onground)
+ {
+ cl.bobfall_speed = cl.velocity[2] * cl_bobfall.value;
+ cl.bobfall_swing = 1;
+ }
else
- cl.bobfall_swing = 0;
+ {
+ if(cl.bobfall_swing > 0)
+ cl.bobfall_swing -= cl_bobfallcycle.value;
+ else
+ cl.bobfall_swing = 0;
- vieworg[2] += sin(M_PI + M_PI * cl.bobfall_swing) * -cl.bobfall_speed;
- gunorg[2] += sin(M_PI + M_PI * cl.bobfall_swing) * -cl.bobfall_speed;
+ vieworg[2] += sin(M_PI + M_PI * cl.bobfall_swing) * -cl.bobfall_speed;
+ gunorg[2] += sin(M_PI + M_PI * cl.bobfall_swing) * -cl.bobfall_speed;
+ }
}
// gun model bobbing code
Cvar_RegisterVariable (&cl_bob2);
Cvar_RegisterVariable (&cl_bob2cycle);
Cvar_RegisterVariable (&cl_bob2smooth);
+ Cvar_RegisterVariable (&cl_bobfall);
+ Cvar_RegisterVariable (&cl_bobfallcycle);
Cvar_RegisterVariable (&cl_bobmodel);
Cvar_RegisterVariable (&cl_bobmodel_side);
Cvar_RegisterVariable (&cl_bobmodel_up);