cl_beams_quakepositionhack 1 makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)
cl_bob 0.02 view bobbing amount
cl_bobcycle 0.6 view bobbing speed
+cl_bobside 0 sideway view bobbing amount
+cl_bobsidecycle 0.6 sideway view bobbing speed
+cl_bobsideairtime 0.05 how fast the view goes back when you stop touching the ground
cl_bobroll 0 view rolling amount
cl_bobrollcycle 0.8 view rolling speed
cl_bobrollairtime 0.05 how fast the view rolls back when you stop touching the ground
cl_followmodel_up_highpass 3 gun following upward highpass in 1/s
cl_followmodel_up_lowpass 30 gun following upward lowpass in 1/s
cl_bobup 0.5 view bobbing adjustment that makes the up or down swing of the bob last longer
+cl_bobsideup 0.5 view bobbing adjustment that makes the side swing of the bob last longer
cl_capturevideo 0 enables saving of video to a .avi file using uncompressed I420 colorspace and PCM audio, note that scr_screenshot_gammaboost affects the brightness of the output)
cl_capturevideo_fps 30 how many frames per second to save (29.97 for NTSC, 30 for typical PC video, 15 can be useful)
cl_capturevideo_number 1 number to append to video filename, incremented each time a capture begins
cvar_t cl_bob = {CVAR_SAVE, "cl_bob","0.02", "view bobbing amount"};
cvar_t cl_bobcycle = {CVAR_SAVE, "cl_bobcycle","0.6", "view bobbing speed"};
cvar_t cl_bobup = {CVAR_SAVE, "cl_bobup","0.5", "view bobbing adjustment that makes the up or down swing of the bob last longer"};
-
-cvar_t cl_bobside = {CVAR_SAVE, "cl_bobside","0.02", "view bobbing amount"};
-cvar_t cl_bobsidecycle = {CVAR_SAVE, "cl_bobsidecycle","0.6", "view bobbing speed"};
-cvar_t cl_bobsideup = {CVAR_SAVE, "cl_bobsideup","0.5", "view bobbing adjustment that makes the sideways swing of the bob last longer"};
+cvar_t cl_bobside = {CVAR_SAVE, "cl_bobside","0", "sideway view bobbing amount"};
+cvar_t cl_bobsidecycle = {CVAR_SAVE, "cl_bobsidecycle","0.6", "sideway view bobbing speed"};
+cvar_t cl_bobsideup = {CVAR_SAVE, "cl_bobsideup","0.5", "view bobbing adjustment that makes the side swing of the bob last longer"};
cvar_t cl_bobsideairtime = {CVAR_SAVE, "cl_bobsideairtime","0.05", "how fast the view goes back when you stop touching the ground"};
-
cvar_t cl_bobroll = {CVAR_SAVE, "cl_bobroll","0", "view rolling amount"};
cvar_t cl_bobrollcycle = {CVAR_SAVE, "cl_bobrollcycle","0.8", "view rolling speed"};
cvar_t cl_bobrollairtime = {CVAR_SAVE, "cl_bobrollairtime","0.05", "how fast the view rolls back when you stop touching the ground"};
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"};
cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
-
cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
vec3_t bobvel;
vec3_t forward, right, up;
float side, front;
- // LordHavoc: this code is *weird*, but not replacable (I think it
- // should be done in QC on the server, but oh well, quake is quake)
- // LordHavoc: figured out bobup: the time at which the sin is at 180
- // degrees (which allows lengthening or squishing the peak or valley)
+
cycle = cl.time / cl_bobsidecycle.value;
cycle -= (int) cycle;
if (cycle < cl_bobsideup.value)
// now we calculate the side and front of the player, between the X and Y axis
AngleVectors(viewangles, forward, right, up);
// now the speed based on these angles. The division is for mathing vertical bobbing intensity
- side = DotProduct (cl.velocity, right) / 100 * cl.bobside_airtime;
- front = DotProduct (cl.velocity, forward) / 100 * cl.bobside_airtime;
+ side = DotProduct (cl.velocity, right) / 1000 * cl.bobside_airtime;
+ front = DotProduct (cl.velocity, forward) / 1000 * cl.bobside_airtime;
forward[0] *= bob;
forward[1] *= bob;
right[0] *= bob;
Cvar_RegisterVariable (&cl_bob);
Cvar_RegisterVariable (&cl_bobcycle);
Cvar_RegisterVariable (&cl_bobup);
-
Cvar_RegisterVariable (&cl_bobside);
Cvar_RegisterVariable (&cl_bobsidecycle);
Cvar_RegisterVariable (&cl_bobsideup);
Cvar_RegisterVariable (&cl_bobsideairtime);
-
Cvar_RegisterVariable (&cl_bobroll);
Cvar_RegisterVariable (&cl_bobrollcycle);
Cvar_RegisterVariable (&cl_bobrollairtime);