]> git.rm.cloudns.org Git - xonotic/darkplaces.git/commitdiff
Better name for the cvar set
authordivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 12 Jul 2010 18:07:51 +0000 (18:07 +0000)
committerdivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 12 Jul 2010 18:07:51 +0000 (18:07 +0000)
From: MirceaKitsune <sonichedgehog_hyperblast00@yahoo.com>

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10303 d7cf8633-e32d-0410-b094-e92efae38249

client.h
darkplaces.txt
view.c

index c1699bba16fd4a9fe216eb822330f712926f92e4..5e00c01136202085d35296f831757816973633a2 100644 (file)
--- a/client.h
+++ b/client.h
@@ -978,8 +978,8 @@ typedef struct client_state_s
        double lastongroundtime;
        double hitgroundtime;
 
-       // used by bobside and bobroll
-       float bobside_airtime;
+       // used by bob2
+       float bob2_airtime;
 
        // don't change view angle, full screen, etc
        int intermission;
index e94d8b390dbcf273faa91d3ad3a64f57717d6339..e73aba1ce2043d4f14021d25daae3091a010f521 100644 (file)
@@ -396,9 +396,9 @@ cl_beams_polygons                                 1                   use beam p
 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
@@ -426,7 +426,7 @@ cl_followmodel_up_highpass1                       60                  gun follow
 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
diff --git a/view.c b/view.c
index c755001b06965c972dec6640a8267ac12ce92df4..9c897de7ef38a5c87d4946fe358f9999d54f9736 100644 (file)
--- a/view.c
+++ b/view.c
@@ -39,10 +39,10 @@ cvar_t cl_rollangle = {0, "cl_rollangle", "2.0", "how much to tilt the view when
 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"};
@@ -666,40 +666,40 @@ void V_CalcRefdef (void)
                                        }
 
                                        // 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;
@@ -951,10 +951,10 @@ void V_Init (void)
        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);