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_bob_side = {CVAR_SAVE, "cl_bob_side","0.02", "view bobbing amount"};
+cvar_t cl_bob_side = {CVAR_SAVE, "cl_bob_side","0.002", "view bobbing amount"};
cvar_t cl_bobcycle_side = {CVAR_SAVE, "cl_bobcycle_side","0.6", "view bobbing speed"};
cvar_t cl_bobup_side = {CVAR_SAVE, "cl_bobup_side","0.5", "view bobbing adjustment that makes the sideways swing of the bob last longer"};
VectorAdd(vieworg, gunorg, gunorg);
VectorAdd(viewangles, gunangles, gunangles);
- // view bobbing code
+ // vertical view bobbing code
xyspeed = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]);
if (cl_bob.value && cl_bobcycle.value)
{
gunorg[2] += bound(-7, bob, 4);
}
- // view bobbing code 2
+ // horizontal bobbing code
if (cl_bob_side.value && cl_bobcycle_side.value)
{
+ vec3_t bobvel;
+ vec3_t forward, right, up;
// 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
// (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);
+
+ // now we calculate the side and front of the player, between the X and Y axis
+ AngleVectors(viewangles, forward, right, up);
+ forward[0] *= bob;
+ forward[1] *= bob;
+ right[0] *= bob;
+ right[1] *= bob;
+ // we use cl.cmd.sidemove with forward and cl.cmd.forwardmove with right so the side bobbing
+ // goes to the side when we walk forward and to the front when we strafe
+ VectorMAMAM(cl.cmd.sidemove, forward, cl.cmd.forwardmove, right, cl.cmd.upmove, up, bobvel);
+ vieworg[0] += bobvel[0];
+ vieworg[1] += bobvel[1];
// 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);
- //vieworg[0] += bound(-7, bob, 4);
+ gunorg[0] += bobvel[0];
+ gunorg[1] += bobvel[1];
}
-
- //TEST!!!
- vec3_t wishvel;
- vec3_t forward, right, up;
- AngleVectors(viewangles, forward, right, up);
- forward[0] *= 0.1;
- forward[1] *= 0.1;
- right[0] *= 0.1;
- right[1] *= 0.1;
- // we use cl.cmd.sidemove with forward and cl.cmd.forwardmove with right so the side bobbing
- // goes to the side when we walk forward and to the front when we strafe
- VectorMAMAM(cl.cmd.sidemove, forward, cl.cmd.forwardmove, 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)