static vec3_t eyeboxmins = {-16, -16, -24};
static vec3_t eyeboxmaxs = { 16, 16, 32};
#endif
-float viewmodel_push_x, viewmodel_push_y; // TODO uninitialized
-vec3_t gunorg_follow; // TODO uninitialized
void V_CalcRefdef (void)
{
entity_t *ent;
// gun model bobbing code
double xyspeed, bob;
vec_t d;
-
- float ef_speed = cl.realframetime;
+ vec_t ef_speed = cl.realframetime;
// gun model leaning code
if(cl_leanmodel_up.value && cl_leanmodel_up_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect
{
// prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border
- if(cl.viewangles[PITCH] - viewmodel_push_x >= 180)
- viewmodel_push_x += 360;
- if(viewmodel_push_x - cl.viewangles[PITCH] >= 180)
- viewmodel_push_x -= 360;
+ if(cl.viewangles[PITCH] - cl.viewmodel_push_x >= 180)
+ cl.viewmodel_push_x += 360;
+ if(cl.viewmodel_push_x - cl.viewangles[PITCH] >= 180)
+ cl.viewmodel_push_x -= 360;
- d = viewmodel_push_x - cl.viewangles[PITCH];
- viewmodel_push_x = bound(cl.viewangles[PITCH] - cl_leanmodel_up_limit.value, viewmodel_push_x + d * cl_leanmodel_up_speed.value * ef_speed, cl.viewangles[PITCH] + cl_leanmodel_up_limit.value);
+ d = cl.viewmodel_push_x - cl.viewangles[PITCH];
+ cl.viewmodel_push_x = bound(cl.viewangles[PITCH] - cl_leanmodel_up_limit.value, cl.viewmodel_push_x + d * cl_leanmodel_up_speed.value * ef_speed, cl.viewangles[PITCH] + cl_leanmodel_up_limit.value);
}
else
- viewmodel_push_x = cl.viewangles[PITCH];
+ cl.viewmodel_push_x = cl.viewangles[PITCH];
if(cl_leanmodel_side.value && cl_leanmodel_side_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect
{
// prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border
- if(cl.viewangles[YAW] - viewmodel_push_y >= 180)
- viewmodel_push_y += 360;
- if(viewmodel_push_y - cl.viewangles[YAW] >= 180)
- viewmodel_push_y -= 360;
+ if(cl.viewangles[YAW] - cl.viewmodel_push_y >= 180)
+ cl.viewmodel_push_y += 360;
+ if(cl.viewmodel_push_y - cl.viewangles[YAW] >= 180)
+ cl.viewmodel_push_y -= 360;
- d = viewmodel_push_y - cl.viewangles[YAW];
- viewmodel_push_y = bound(cl.viewangles[YAW] - cl_leanmodel_side_limit.value, viewmodel_push_y + d * cl_leanmodel_side_speed.value * ef_speed, cl.viewangles[YAW] + cl_leanmodel_side_limit.value);
+ d = cl.viewmodel_push_y - cl.viewangles[YAW];
+ cl.viewmodel_push_y = bound(cl.viewangles[YAW] - cl_leanmodel_side_limit.value, cl.viewmodel_push_y + d * cl_leanmodel_side_speed.value * ef_speed, cl.viewangles[YAW] + cl_leanmodel_side_limit.value);
}
else
- viewmodel_push_y = cl.viewangles[YAW];
+ cl.viewmodel_push_y = cl.viewangles[YAW];
- VectorSet(gunangles, viewmodel_push_x, viewmodel_push_y, viewangles[2]);
+ VectorSet(gunangles, cl.viewmodel_push_x, cl.viewmodel_push_y, viewangles[2]);
// gun model following code
// TODO: make the weapon model not shake when looking around horizontally (due to X axis vs. Y axis)
if(cl_followmodel_side.value && cl_followmodel_side_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect
{
- vec_t d0 = vieworg[0] - gunorg_follow[0];
- vec_t d1 = vieworg[1] - gunorg_follow[1];
+ vec_t d0 = vieworg[0] - cl.gunorg_follow[0];
+ vec_t d1 = vieworg[1] - cl.gunorg_follow[1];
d = sqrt(d0 * d0 + d1 * d1);
if(d > 0)
{
- gunorg_follow[0] = gunorg_follow[0] + d0 * cl_followmodel_side_speed.value * ef_speed;
- gunorg_follow[1] = gunorg_follow[1] + d1 * cl_followmodel_side_speed.value * ef_speed;
+ cl.gunorg_follow[0] = cl.gunorg_follow[0] + d0 * cl_followmodel_side_speed.value * ef_speed;
+ cl.gunorg_follow[1] = cl.gunorg_follow[1] + d1 * cl_followmodel_side_speed.value * ef_speed;
d *= (1 - cl_followmodel_side_speed.value * ef_speed);
if(d > cl_followmodel_side_limit.value)
{
- gunorg_follow[0] = vieworg[0] - (d0 / d) * cl_followmodel_side_limit.value;
- gunorg_follow[1] = vieworg[1] - (d1 / d) * cl_followmodel_side_limit.value;
+ cl.gunorg_follow[0] = vieworg[0] - (d0 / d) * cl_followmodel_side_limit.value;
+ cl.gunorg_follow[1] = vieworg[1] - (d1 / d) * cl_followmodel_side_limit.value;
}
}
}
else
{
- gunorg_follow[0] = vieworg[0];
- gunorg_follow[1] = vieworg[1];
+ cl.gunorg_follow[0] = vieworg[0];
+ cl.gunorg_follow[1] = vieworg[1];
}
if(cl_followmodel_up.value && cl_followmodel_up_speed.value * ef_speed < 1) // bad things happen if this goes over 1, so prevent the effect
{
- d = vieworg[2] - gunorg_follow[2];
- gunorg_follow[2] = bound(vieworg[2] - cl_followmodel_up_limit.value, gunorg_follow[2] + d * cl_followmodel_up_speed.value * ef_speed, vieworg[2] + cl_followmodel_up_limit.value);
+ d = vieworg[2] - cl.gunorg_follow[2];
+ cl.gunorg_follow[2] = bound(vieworg[2] - cl_followmodel_up_limit.value, cl.gunorg_follow[2] + d * cl_followmodel_up_speed.value * ef_speed, vieworg[2] + cl_followmodel_up_limit.value);
}
else
- gunorg_follow[2] = vieworg[2];
+ cl.gunorg_follow[2] = vieworg[2];
- VectorCopy(gunorg_follow, gunorg);
+ VectorCopy(cl.gunorg_follow, gunorg);
xyspeed = sqrt(cl.movement_velocity[0]*cl.movement_velocity[0] + cl.movement_velocity[1]*cl.movement_velocity[1]);
if (cl_bob.value && cl_bobcycle.value)