static vec3_t eyeboxmins = {-16, -16, -24};
static vec3_t eyeboxmaxs = { 16, 16, 32};
#endif
-float viewmodel_push_x, viewmodel_push_y;
-vec3_t gunorg_follow;
+float viewmodel_push_x, viewmodel_push_y; // TODO uninitialized
+vec3_t gunorg_follow; // TODO uninitialized
void V_CalcRefdef (void)
{
entity_t *ent;
VectorAdd(vieworg, cl.punchvector, vieworg);
if (cl.stats[STAT_HEALTH] > 0)
{
- float ef_speed = cl.realframetime * cl_leanmodel_up_speed.value;
+ // gun model bobbing code
+ double xyspeed, bob;
+ vec_t d;
+
+ float 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
if(viewmodel_push_x - cl.viewangles[PITCH] >= 180)
viewmodel_push_x -= 360;
- if(viewmodel_push_x < cl.viewangles[PITCH])
- {
- if(cl.viewangles[PITCH] - viewmodel_push_x > cl_leanmodel_up_limit.value)
- viewmodel_push_x = cl.viewangles[PITCH] - cl_leanmodel_up_limit.value;
- else
- viewmodel_push_x += (cl.viewangles[PITCH] - viewmodel_push_x) * cl_leanmodel_up_speed.value * ef_speed;
- }
- if(viewmodel_push_x > cl.viewangles[PITCH])
- {
- if(viewmodel_push_x - cl.viewangles[PITCH] > cl_leanmodel_up_limit.value)
- viewmodel_push_x = cl.viewangles[PITCH] + cl_leanmodel_up_limit.value;
- else
- viewmodel_push_x -= (viewmodel_push_x - cl.viewangles[PITCH]) * cl_leanmodel_up_speed.value * ef_speed;
- }
+ 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);
}
else
viewmodel_push_x = cl.viewangles[PITCH];
if(viewmodel_push_y - cl.viewangles[YAW] >= 180)
viewmodel_push_y -= 360;
- if(viewmodel_push_y < cl.viewangles[YAW])
- {
- if(cl.viewangles[YAW] - viewmodel_push_y > cl_leanmodel_side_limit.value)
- viewmodel_push_y = cl.viewangles[YAW] - cl_leanmodel_side_limit.value;
- else
- viewmodel_push_y += (cl.viewangles[YAW] - viewmodel_push_y) * cl_leanmodel_side_speed.value * ef_speed;
- }
- if(viewmodel_push_y > cl.viewangles[YAW])
- {
- if(viewmodel_push_y - cl.viewangles[YAW] > cl_leanmodel_side_limit.value)
- viewmodel_push_y = cl.viewangles[YAW] + cl_leanmodel_side_limit.value;
- else
- viewmodel_push_y -= (viewmodel_push_y - cl.viewangles[YAW]) * cl_leanmodel_side_speed.value * ef_speed;
- }
+ 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);
}
else
viewmodel_push_y = cl.viewangles[YAW];
// 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
{
- if(gunorg_follow[0] < vieworg[0])
+ vec_t d0 = vieworg[0] - gunorg_follow[0];
+ vec_t d1 = vieworg[1] - gunorg_follow[1];
+ d = sqrt(d0 * d0 + d1 * d1);
+ if(d > 0)
{
- if(vieworg[0] - gunorg_follow[0] > cl_followmodel_side_limit.value)
- gunorg_follow[0] = vieworg[0] - cl_followmodel_side_limit.value;
- else
- gunorg_follow[0] += (vieworg[0] - gunorg_follow[0]) * cl_followmodel_side_speed.value * ef_speed;
- }
- if(gunorg_follow[0] > vieworg[0])
- {
- if(gunorg_follow[0] - vieworg[0] > cl_followmodel_side_limit.value)
- gunorg_follow[0] = vieworg[0] + cl_followmodel_side_limit.value;
- else
- gunorg_follow[0] -= (gunorg_follow[0] - vieworg[0]) * cl_followmodel_side_speed.value * ef_speed;
- }
-
- if(gunorg_follow[1] < vieworg[1])
- {
- if(vieworg[1] - gunorg_follow[1] > cl_followmodel_side_limit.value)
- gunorg_follow[1] = vieworg[1] - cl_followmodel_side_limit.value;
- else
- gunorg_follow[1] += (vieworg[1] - gunorg_follow[1]) * cl_followmodel_side_speed.value * ef_speed;
- }
- if(gunorg_follow[1] > vieworg[1])
- {
- if(gunorg_follow[1] - vieworg[1] > cl_followmodel_side_limit.value)
- gunorg_follow[1] = vieworg[1] + cl_followmodel_side_limit.value;
- else
- gunorg_follow[1] -= (gunorg_follow[1] - vieworg[1]) * cl_followmodel_side_speed.value * ef_speed;
+ 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;
+ 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;
+ }
}
}
else
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
{
- if(gunorg_follow[2] < vieworg[2])
- {
- if(vieworg[2] - gunorg_follow[2] > cl_followmodel_up_limit.value)
- gunorg_follow[2] = vieworg[2] - cl_followmodel_up_limit.value;
- else
- gunorg_follow[2] += (vieworg[2] - gunorg_follow[2]) * cl_followmodel_up_speed.value * ef_speed;
- }
- if(gunorg_follow[2] > vieworg[2])
- {
- if(gunorg_follow[2] - vieworg[2] > cl_followmodel_up_limit.value)
- gunorg_follow[2] = vieworg[2] + cl_followmodel_up_limit.value;
- else
- gunorg_follow[2] -= (gunorg_follow[2] - vieworg[2]) * cl_followmodel_up_speed.value * ef_speed;
- }
+ 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);
}
else
gunorg_follow[2] = vieworg[2];
VectorCopy(gunorg_follow, gunorg);
- // gun model bobbing code
- double xyspeed, bob;
-
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)
{