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_bob2 0 sideway view bobbing amount
+cl_bob2cycle 0.6 sideway view bobbing speed
+cl_bob2airtime 0.05 how fast the view goes back when you stop touching the ground
cl_bobmodel 1 enables gun bobbing
cl_bobmodel_side 0.05 gun bobbing sideways sway amount
cl_bobmodel_speed 7 gun bobbing speed
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_bob2up 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", "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_bob2 = {CVAR_SAVE, "cl_bob2","0", "sideway view bobbing amount"};
+cvar_t cl_bob2cycle = {CVAR_SAVE, "cl_bob2cycle","0.6", "sideway view bobbing speed"};
+cvar_t cl_bob2up = {CVAR_SAVE, "cl_bob2up","0.5", "view bobbing adjustment that makes the side swing of the bob last longer"};
+cvar_t cl_bob2airtime = {CVAR_SAVE, "cl_bob2airtime","0.05", "how fast the view goes back when you stop touching the ground"};
cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
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"};
}
// horizontal view bobbing code
- if (cl_bobside.value && cl_bobsidecycle.value)
+ if (cl_bob2.value && cl_bob2cycle.value)
{
vec3_t bobvel;
vec3_t forward, right, up;
float side, front;
- cycle = cl.time / cl_bobsidecycle.value;
+ cycle = cl.time / cl_bob2cycle.value;
cycle -= (int) cycle;
- if (cycle < cl_bobsideup.value)
- cycle = sin(M_PI * cycle / cl_bobsideup.value);
+ if (cycle < cl_bob2up.value)
+ cycle = sin(M_PI * cycle / cl_bob2up.value);
else
- cycle = sin(M_PI + M_PI * (cycle-cl_bobsideup.value)/(1.0 - cl_bobsideup.value));
+ cycle = sin(M_PI + M_PI * (cycle-cl_bob2up.value)/(1.0 - cl_bob2up.value));
// bob is proportional to velocity in the xy plane
// (don't count Z, or jumping messes it up)
- bob = xyspeed * cl_bobside.value;
+ bob = xyspeed * cl_bob2.value;
bob = bob*0.3 + bob*0.7*cycle;
// this value slowly decreases from 1 to 0 when we stop touching the ground.
// The cycle is later multiplied with it so the view smooths back to normal
if (cl.onground && !cl.cmd.jump) // also block the effect while the jump button is pressed, to avoid twitches when bunny-hopping
- cl.bobside_airtime = 1;
+ cl.bob2_airtime = 1;
else
{
- if(cl.bobside_airtime > 0)
- cl.bobside_airtime -= bound(0, cl_bobsideairtime.value, 1);
+ if(cl.bob2_airtime > 0)
+ cl.bob2_airtime -= bound(0, cl_bob2airtime.value, 1);
else
- cl.bobside_airtime = 0;
+ cl.bob2_airtime = 0;
}
// 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) / 1000 * cl.bobside_airtime;
- front = DotProduct (cl.velocity, forward) / 1000 * cl.bobside_airtime;
+ side = DotProduct (cl.velocity, right) / 1000 * cl.bob2_airtime;
+ front = DotProduct (cl.velocity, forward) / 1000 * cl.bob2_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_bob2);
+ Cvar_RegisterVariable (&cl_bob2cycle);
+ Cvar_RegisterVariable (&cl_bob2up);
+ Cvar_RegisterVariable (&cl_bob2airtime);
Cvar_RegisterVariable (&cl_bobmodel);
Cvar_RegisterVariable (&cl_bobmodel_side);
Cvar_RegisterVariable (&cl_bobmodel_up);