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_bobfallcycle 0.025 speed of the bobfall swing
cl_bobfallspeed 200 necessary amount of speed for bob-falling to occur
cl_bobmodel 1 enables gun bobbing
cl_bobmodel_side 0.05 gun bobbing sideways sway amount
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","0.05", "how much the view swings down when falling (influenced by the speed you hit the ground with)"};
+cvar_t cl_bobfall = {CVAR_SAVE, "cl_bobfall","0", "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_bobfallminspeed = {CVAR_SAVE, "cl_bobfallminspeed","200", "necessary amount of speed for bob-falling to occur"};
cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
VectorAdd(vieworg, cl.punchvector, vieworg);
if (cl.stats[STAT_HEALTH] > 0)
{
- double xyspeed, bob;
+ double xyspeed, bob, bobfall;
float cycle;
vec_t frametime;
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;
+ bobfall = sin(M_PI + M_PI * cl.bobfall_swing) * -cl.bobfall_speed;
+ vieworg[2] += bobfall;
+ gunorg[2] += bobfall;
}
}