// (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);
+ vieworg[2] += bound(-7, bob, 7);
// 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[2] += bound(-7, bob, 4);
+ gunorg[2] += bound(-7, bob, 7);
}
// horizontal bobbing code
// we use side with forward and front with right so the side bobbing goes
// to the side when we walk forward and to the front when we strafe.
VectorMAMAM(side, forward, front, right, 0, up, bobvel);
- vieworg[0] += bobvel[0];
- vieworg[1] += bobvel[1];
+ vieworg[0] += bound(-8, bobvel[0], 8);
+ vieworg[1] += bound(-8, bobvel[1], 8);
// 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[0] += bobvel[0];
- gunorg[1] += bobvel[1];
+ gunorg[0] += bound(-8, bobvel[0], 8);
+ gunorg[1] += bound(-8, bobvel[1], 8);
}
// view rolling code