float bob2_smooth;
float ground_hit_speed;
+ float ground_hit_target;
// don't change view angle, full screen, etc
int intermission;
// TEST!!!
- float ground_hit_target;
// get the speed while in the air, apply it while we're not
if (!cl.onground)
- cl.ground_hit_speed = bound(0, cl.velocity[2] * 0.1, 400); // replace 0.1 with cvar
+ {
+ cl.ground_hit_speed = 0;
+ cl.ground_hit_target = cl.velocity[2] * 0.1; // replace 0.1 with cvar
+ }
else
{
- if(cl.ground_hit_speed > ground_hit_target)
+ if(cl.ground_hit_speed > cl.ground_hit_target)
cl.ground_hit_speed -= 0.1; // replace 0.1 with cvar
- if(cl.ground_hit_speed < ground_hit_target)
+ if(cl.ground_hit_speed < cl.ground_hit_target)
cl.ground_hit_speed += 0.1; // replace 0.1 with cvar
vieworg[2] += cl.ground_hit_speed;