}
float stairsmoothz;
-float autocvar_cl_stairsmoothspeed = 160;
-float autocvar_cl_smoothviewheight = 0;
+float autocvar_cl_stairsmoothspeed = 200;
+float autocvar_cl_smoothviewheight = 0.05;
float smooth_prevtime;
float viewheightavg;
vector CSQCPlayer_ApplySmoothing(entity this, vector v)
//setproperty(VF_CL_VIEWANGLES, view_angles); // update view angles as well so we can aim
}
-float autocvar_cl_bob;
-float autocvar_cl_bobcycle;
-float autocvar_cl_bob_limit;
-float autocvar_cl_bob_limit_heightcheck;
-float autocvar_cl_bob_velocity_limit;
-float autocvar_cl_bobup;
-float autocvar_cl_bobfall;
-float autocvar_cl_bobfallcycle;
-float autocvar_cl_bobfallminspeed;
-float autocvar_cl_bob2;
-float autocvar_cl_bob2cycle;
-float autocvar_cl_bob2smooth;
+float autocvar_cl_bob = 0;
+float autocvar_cl_bobcycle = 0.5;
+float autocvar_cl_bob_limit = 7;
+float autocvar_cl_bob_limit_heightcheck = 0;
+float autocvar_cl_bob_velocity_limit = 400;
+float autocvar_cl_bobup = 0.5;
+float autocvar_cl_bobfall = 0.05;
+float autocvar_cl_bobfallcycle = 3;
+float autocvar_cl_bobfallminspeed = 200;
+float autocvar_cl_bob2 = 0;
+float autocvar_cl_bob2cycle = 1;
+float autocvar_cl_bob2smooth = 0.05;
float bobfall_swing;
float bobfall_speed;
float bob2_smooth;