cl_bobmodel_speed 7 gun bobbing speed
cl_bobmodel_up 0.02 gun bobbing upward movement amount
cl_leanmodel_side 1 enables gun leaning sideways
-cl_leanmodel_side_speed 0.4 gun leaning sideways speed
+cl_leanmodel_side_speed 20 gun leaning sideways speed
cl_leanmodel_side_limit 35 gun leaning sideways limit
cl_leanmodel_up 1 enables gun leaning upward
-cl_leanmodel_up_speed 0.35 gun leaning upward speed
+cl_leanmodel_up_speed 15 gun leaning upward speed
cl_leanmodel_up_limit 25 gun leaning upward limit
cl_followmodel_side 1 enables gun following sideways
cl_followmodel_side_speed 0.015 gun following sideways speed
cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
cvar_t cl_leanmodel_side = {CVAR_SAVE, "cl_leanmodel_side", "1", "enables gun leaning sideways"};
-cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.4", "gun leaning sideways speed"};
+cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "20", "gun leaning sideways speed"};
cvar_t cl_leanmodel_side_limit = {CVAR_SAVE, "cl_leanmodel_side_limit", "35", "gun leaning sideways limit"};
cvar_t cl_leanmodel_up = {CVAR_SAVE, "cl_leanmodel_up", "1", "enables gun leaning upward"};
-cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "0.35", "gun leaning upward speed"};
+cvar_t cl_leanmodel_up_speed = {CVAR_SAVE, "cl_leanmodel_up_speed", "15", "gun leaning upward speed"};
cvar_t cl_leanmodel_up_limit = {CVAR_SAVE, "cl_leanmodel_up_limit", "25", "gun leaning upward limit"};
cvar_t cl_followmodel_side = {CVAR_SAVE, "cl_followmodel_side", "1", "enables gun following sideways"};
{
double xyspeed, bob;
vec_t d;
- vec_t ef_speed = cl.realframetime * cl.movevars_timescale;
// 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
+ vec_t ef_speed_up = cl_leanmodel_up_speed.value * cl.realframetime * cl.movevars_timescale;
+ if(cl_leanmodel_up.value && ef_speed_up >= 0 && ef_speed_up < 1) // bad things happen if this goes out of range, so prevent the effect
{
// prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border
if(cl.viewangles[PITCH] - gunangles[PITCH] >= 180)
gunangles[PITCH] -= 360;
d = cl.viewangles[PITCH] - gunangles[PITCH];
- cl_leanmodel_up_speed.value = bound(0, cl_leanmodel_up_speed.value, 1);
- gunangles[PITCH] = bound(cl.viewangles[PITCH] - cl_leanmodel_up_limit.value, gunangles[PITCH] * (1 - cl_leanmodel_up_speed.value) + cl.viewangles[PITCH] * cl_leanmodel_up_speed.value, cl.viewangles[PITCH] + cl_leanmodel_up_limit.value);
+ gunangles[PITCH] = bound(cl.viewangles[PITCH] - cl_leanmodel_up_limit.value, gunangles[PITCH] * (1 - ef_speed_up) + cl.viewangles[PITCH] * ef_speed_up, cl.viewangles[PITCH] + cl_leanmodel_up_limit.value);
}
else
gunangles[PITCH] = 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
+ vec_t ef_speed_side = cl_leanmodel_side_speed.value * cl.realframetime * cl.movevars_timescale;
+ if(cl_leanmodel_side.value && ef_speed_side >= 0 && ef_speed_side < 1) // bad things happen if this goes out of range, so prevent the effect
{
// prevent the gun from doing a 360* rotation when going around the 0 <-> 360 border
if(cl.viewangles[YAW] - gunangles[YAW] >= 180)
gunangles[YAW] -= 360;
d = cl.viewangles[YAW] - gunangles[YAW];
- cl_leanmodel_side_speed.value = bound(0, cl_leanmodel_side_speed.value, 1);
- gunangles[YAW] = bound(cl.viewangles[YAW] - cl_leanmodel_side_limit.value, gunangles[YAW] * (1 - cl_leanmodel_side_speed.value) + cl.viewangles[YAW] * cl_leanmodel_side_speed.value, cl.viewangles[YAW] + cl_leanmodel_side_limit.value);
+ gunangles[YAW] = bound(cl.viewangles[YAW] - cl_leanmodel_side_limit.value, gunangles[YAW] * (1 - ef_speed_side) + cl.viewangles[YAW] * ef_speed_side, cl.viewangles[YAW] + cl_leanmodel_side_limit.value);
}
else
gunangles[YAW] = cl.viewangles[YAW];