// (don't count Z, or jumping messes it up)
bob = xyspeed * cl_bob_side.value;
bob = bob*0.3 + bob*0.7*cycle;
- vieworg[1] += bound(-7, bob, 4);
- vieworg[0] += bound(-7, bob, 4);
+ //vieworg[1] += bound(-7, bob, 4);
+ //vieworg[0] += bound(-7, bob, 4);
// we also need to adjust gunorg, or this appears like pushing the gun!
// In the old code, this was applied to vieworg BEFORE copying to gunorg,
// but this is not viable with the new followmodel code as that would mean
// that followmodel would work on the munged-by-bob vieworg and do feedback
- gunorg[1] += bound(-7, bob, 4);
- gunorg[0] += bound(-7, bob, 4);
+ //gunorg[1] += bound(-7, bob, 4);
+ //gunorg[0] += bound(-7, bob, 4);
//vieworg[0] += bound(-7, bob, 4);
}
+
+ //TEST!!!
+ vec3_t wishvel;
+ vec3_t forward;
+ vec3_t right;
+ vec3_t up;
+ AngleVectors(viewangles, forward, right, up);
+ VectorSet(forward, 0, 0, 0);
+ VectorSet(right, 0, 0, 0);
+ VectorMAMAM(cl.cmd.forwardmove, forward, cl.cmd.sidemove, right, cl.cmd.upmove, up, wishvel);
+ vieworg[0] += wishvel[0];
+ vieworg[1] += wishvel[1];
+ //End of TEST!!!
// view rolling code
if (cl_bobroll.value && cl_bobrollcycle.value)