// gun model bobbing code
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)
- {
- float cycle;
- // LordHavoc: this code is *weird*, but not replacable (I think it
- // should be done in QC on the server, but oh well, quake is quake)
- // LordHavoc: figured out bobup: the time at which the sin is at 180
- // degrees (which allows lengthening or squishing the peak or valley)
- cycle = cl.time / cl_bobcycle.value;
- cycle -= (int) cycle;
- if (cycle < cl_bobup.value)
- cycle = sin(M_PI * cycle / cl_bobup.value);
- else
- cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
- // bob is proportional to velocity in the xy plane
- // (don't count Z, or jumping messes it up)
- bob = xyspeed * cl_bob.value;
- bob = bob*0.3 + bob*0.7*cycle;
- vieworg[2] += bound(-7, bob, 4);
- }
-
if (cl_bob.value && cl_bobmodel.value)
{
// calculate for swinging gun model
bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos (s * 2) * t;
VectorMA (gunorg, bob, up, gunorg);
}
+
+ // view bobbing code
+ if (cl_bob.value && cl_bobcycle.value)
+ {
+ float cycle;
+ // LordHavoc: this code is *weird*, but not replacable (I think it
+ // should be done in QC on the server, but oh well, quake is quake)
+ // LordHavoc: figured out bobup: the time at which the sin is at 180
+ // degrees (which allows lengthening or squishing the peak or valley)
+ cycle = cl.time / cl_bobcycle.value;
+ cycle -= (int) cycle;
+ if (cycle < cl_bobup.value)
+ cycle = sin(M_PI * cycle / cl_bobup.value);
+ else
+ cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
+ // bob is proportional to velocity in the xy plane
+ // (don't count Z, or jumping messes it up)
+ bob = xyspeed * cl_bob.value;
+ bob = bob*0.3 + bob*0.7*cycle;
+ vieworg[2] += bound(-7, bob, 4);
+ }
}
}
// calculate a view matrix for rendering the scene